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Joined 3 years ago
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Cake day: June 11th, 2023

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  • They don’t have the same limitations that you have on a console. Steam input allows you to bind any button to the following things:

    • keyboard buttons
    • mouse buttons
    • controller buttons
    • system actions (volume, power, etc.)
    • controller actions (controller slot toggle, controller power, action layers)
    • steam actions

    And probably one of my favorite but underutilized:

    • Games can also provide custom actions that show up in the button bind menu, and they can be basic things like “jump” or really bizarre things like “make character think.” Games can have built-in action layers as well, so you can bind buttons multiple times for different layers such as “in combat”, “in a menu”, “dialog”, etc. which means you can have contextual actions be different to match your comfort (think PlayStation × vs o regional differences in-menu and in-game where o is confirm in menus but × is the main action button in combat).



  • Do you think it runs at 1000w continuously? On any decent GPU, the responses are nearly instantaneous to maybe a few seconds of runtime at maybe max GPU consumption.

    Compare that to playing a few hours of cyberpunk 2077 with raytracing and maxed out settings at 4k.

    Don’t get me wrong, there’s a lot to hate about AI/LLMs, but running one locally without data harvesting engines is pretty minimal. The creation of the larger models is where the consumption primarily comes in, and then the data centers that run them are servicing millions of inquiries a minute making the concentration of consumption at a single point significantly higher (plus they retrain the model there on current and user-fed data, including prompts, whereas your computer hosting ollama would not.)