Elvith Ma'for

Former Reddfugee, found a new home on feddit.de. Server errors made me switch to discuss.tchncs.de. Now finally @ home on feddit.org.

Likes music, tech, programming, board games and video games. Oh… and coffee, lots of coffee!

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Joined 10 months ago
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Cake day: June 21st, 2024

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  • I’m with you, but perfect is the enemy of good, so let’s start here. Also, of this is successful, it can be used as an argument for this (“it’s like with games, which now have the legislation to force a plan for their continuation after support ended and servers shut down. Why not broaden that law to also include X?”)



  • I read this as they’re even generating the frames with AI:

    The tech demo is part of Microsoft’s Copilot for Gaming push, and features an AI-generated replica of Quake II that is playable in a browser. The Quake II level is very basic and includes blurry enemies and interactions, and Microsoft is limiting the amount of time you can even play this tech demo

    While Microsoft originally demonstrated its Muse AI model at 10fps and a 300 x 180 resolution, this latest demo runs at a playable frame rate and at a slightly higher resolution of 640 x 360. It’s still a very limited experience though, and more of hint at what might be possible in the future.



  • At least we’re constantly told to be ready to act to reroll secrets, etc and try to automate the change/deployment of changed passwords and such.

    Depending on the system you’re working with, this may still be a PITA, but at least we do have plans for even the “problematic” systems and we have probably done this a few times. Although maybe not at this scale, tbh.

    So, imagining I were tasked to do that for $hyperscaler in “my” systems… I feel some dread, as even if everything is automated ä, there’s always something that doesn’t go as planned - but at least I know what can be done in which way and which timeframe is realistic (and which parts will be the most sensitive). If you do not have plans, well… Good luck. You’ll need it.









  • We do have a defined standard to send IP packets with avian carriers. It was even adapted for IPv6.

    According to Wikipedia:

    IPoAC has been successfully implemented, but for only nine packets of data, with a packet loss ratio of 55% (due to operator error), and a response time ranging from 3,000 seconds (50 min) to over 6,000 seconds (100 min). Thus, this technology suffers from extremely high latency.

    On 28 April 2001, IPoAC was implemented by the Bergen Linux user group, under the name CPIP (for Carrier Pigeon Internet Protocol). They sent nine packets over a distance of approximately 5 km (3 mi), each carried by an individual pigeon and containing one ping (ICMP echo request), and received four responses.

    Script started on Sat Apr 28 11:24:09 2001
     $ /sbin/ifconfig tun0
     tun0      Link encap:Point-to-Point Protocol
              inet addr:10.0.3.2  P-t-P:10.0.3.1  Mask:255.255.255.255
              UP POINTOPOINT RUNNING NOARP MULTICAST  MTU:150  Metric:1
         RX packets:1 errors:0 dropped:0 overruns:0 frame:0
         TX packets:2 errors:0 dropped:0 overruns:0 carrier:0
         collisions:0
         RX bytes:88 (88.0 b)  TX bytes:168 (168.0 b)
    
    $ ping -c 9 -i 900 10.0.3.1
    PING 10.0.3.1 (10.0.3.1): 56 data bytes
    64 bytes from 10.0.3.1: icmp_seq=0 ttl=255 time=6165731.1 ms
    64 bytes from 10.0.3.1: icmp_seq=4 ttl=255 time=3211900.8 ms
    64 bytes from 10.0.3.1: icmp_seq=2 ttl=255 time=5124922.8 ms
    64 bytes from 10.0.3.1: icmp_seq=1 ttl=255 time=6388671.9 ms
    
    --- 10.0.3.1 ping statistics ---
    9 packets transmitted, 4 packets received, 55% packet loss
    round-trip min/avg/max = 3211900.8/5222806.6/6388671.9 ms
    
    Script done on Sat Apr 28 14:14:28 2001