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qwytw
searching PlanetScale…
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631.
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qwytw
3y ago
IIRC they were using Python initially. Turned out it was way too slow (also it was the mid 2000s). They hired the guy who created Boo (a python like programming language) and switched to Mono (I'm not sure why they picked it instead of
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qwytw
3y ago
Massive over hiring and random acquisitions are there main reasons why are they here. If they hadn't increased their headcount by 5k and continued focusing on their core products the company would already be profitable (even if revenue
633.
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qwytw
3y ago
They can only get anything from it if the stock price goes up though. So far this isn't helping. Also it won't be several quarters until the additional revenue kicks in, by the time they might already be losing significant numbers
634.
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qwytw
3y ago
> $30mm is more than enough With the right team it might. Realistically they'd just under promise and undeliver (or not deliver at all). > stuff like anything that isn't a Vulkan/DX11/Metal renderer. That's al
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qwytw
3y ago
> $30mm backing Realistically that would still only be enough to get something you can make a cool looking demo and that only run on desktop. Building a general purpose engine that is suitable for many different workflows and run on pret
636.
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qwytw
3y ago
> which they will eventually Unity will still likely be much cheaper than Unreal. Zero respect for customers and unpredictability (what they might pull off next?) would seem like much better incentives and cost for most.
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qwytw
3y ago
> $200k revenue in a year. But the thought that if you finally do see success you have to start paying danegeld to Unity You already had to upgrade to Pro if your company (now it's per game which in theory might be a significant di
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qwytw
3y ago
> feel the hit to their bottom line Which will likely be very insignificant if they are actually making any money on their games. Nobody besides those making about $1.2-2 million and who have very low revenue per user will be really affe
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qwytw
3y ago
> $10mm is a rounding error And you wont manage to achieve anything with that. Maybe Unity could spinoff its ad business (together with some major liabilities like Ricitelo and other execs) and then MS could buy the engine part.
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qwytw
3y ago
> 2% of revenue after $1mm for perpetuity I'm sure Unity would be fine with that. I don't see how could they hope to collect more than 0.5-2% if averaged out over their all customers even with the new pricing. I guess the prob
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qwytw
3y ago
> This is again additional cost and effort for every single developer on top of all other costs. Presumably pretty much all developers already do that (F2P games are filled to the brim with analytics) and paid game developers can use th
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qwytw
3y ago
Wouldn't it still be 1 sysadmin per 5 systems instead of 400? It's not like you can hire 1.25% of a sysadmin directly, while on AWS you can you just pay a significant premium.
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qwytw
3y ago
> your project is so big, that salaries for ops would be higher than cloud cost. Couldn't it be the other way? On lower scale saving significant amounts of time just to save a few hundreds or thousands might not be worth it. OTH if
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qwytw
3y ago
Presumable only one install per unique device counts. At least that's what they say. Not that they even seem to know at this point how will the install be even tracked....
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qwytw
3y ago
In Rome debt slavery was abolished almost 300 years before Caesar (not sure if it applied only to citizens or to all free people though)
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qwytw
3y ago
> For many developers it is now cheaper to switch the engine than to pay for Unity. Only for a (possibly very) small minority. I find the the fact that they had no qualms about retroactively applying this to already released game much mo
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qwytw
3y ago
You'd only pay above a million user and need to have above in 1 million revenue. Previously you weren't even allowed to use Pro/Personal if you made over $200k (not just per game). > Now Unity want 1.000.000 x 20 Cent = 20
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qwytw
3y ago
> reach above 200.000 installs total or $200.000 income per year No developers/companies who made more than $200k per year (overall revenue of the company, not per game) were even allowed to the use the Personal/Plus tiers and
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qwytw
3y ago
Ok, higher inflation in certain sectors. e.g. "free" money resulted in housing prices growing at a much faster pace than goods and services for an extended period of time (something similar also applies to education in the US for
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qwytw
3y ago
> First, if you just hand money to individuals, it's very hard to remove that money from the economy later I'm not really arguing that that would be a better option (outside of exceptional circumstances) though. > What makes
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qwytw
3y ago
> Unity is an ad company, not a tech company I'm not sure that's true, their Ads business(es) is made up of other companies which they acquired over the years and is/was somewhat isolated from the engine/tech part of
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qwytw
3y ago
Probably true, considering the new revenue limits are per game (and not company) I'd be surprised if there are necessarily that many games like this which make over 1 million. However looking at how they announced this and how they see
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qwytw
3y ago
> pay Unity whatever they want, or get out of the business I guess it's down to how the video game/engine market works. A tiny proportion of their users make massive amounts of money while essentially paying peanuts to Unity (
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qwytw
3y ago
This is so funny/bizarre... they make $8k over 1 million. Which means that with 100 mil installs they have to give Unity their entire revenue even at 1 cent per install. BUT if they actually only made $999k they wouldn't actually
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qwytw
3y ago
> Stable profits are worthless Unity never had those though or any profits for that matter (they have been burning cash for almost two decades..) > All that matters is growth Yeah, but in this case they have been more focused on growi
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qwytw
3y ago
> stable, profit earning cash-cow But it's not. Unity is extremely unprofitable as a company (-50% operating margin.. lol..). They would be fine if they hadn't started burning money like there is no tomorrow after their IPO ba
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qwytw
3y ago
> the premium money It's not really obvious to me that's true. Ad infested shovelware is where Unity makes most of its money from and that market is probably much easier for them to monetize than AAA (I don't think Unreal
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qwytw
3y ago
> The issue is the fact that the wording is unclear. Also a price per install seems like a bad target overall. How is it reported? Now they are saying that there are exceptions like gamepass installs. It is going to be a mess. Oh yeah, I
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qwytw
3y ago
> Lol to the idea of eating tons of vegetables It's not just "tons", it's exclusively vegetables which is probably fine as long as you make sure your diet is balanced. However only drinking "juices" certainl
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qwytw
3y ago
> adding more consumer spending via consumer credit would be a negative, not a positive? In a way yeah. I mean you increase demand for goods/services without an equivalent increase in productivity you just end up with higher prices
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