It is apparently contaminated/not pure enough and refining it isn't financially viable compared to mining it from more pure deposits (according to the german wikipedia page)
I've had the same experience. Hetzners ARM VPS servers have been noticeably better than even their own AMD and Intel (The Intel ones are awful and clearly running on old customer hardware).
Genuine question. I’m assuming that, since YouTube is owned by one of the largest tech companies in the world that they’ve optimized their delivered JS to only what is necessary to run the page.
What on the YouTube home page could possibly require 12MB of JS alone? Assuming 60 characters per line, that’s 200k lines of code? Obviously ballpark and LoC != complexity, but that seems absurd to me.
Webpages are dumptrucks for every bad feature anyone ever thought up and are in a constant state of trying to re-framework their way out of the complete mess of utils that get shipped by default. Need a gadget that implements eye tracking via sidechannels? Yeah, they got that. And then justify that with "analytics" or anti-fraud and abuse, and no "click jacking" or whatever crap, and roll it times 1000.
>What on the YouTube home page could possibly require 12MB of JS alone?
all of the code that hoovers up your analytics on what's been looked at, what's been scrolled past, etc. maybe I'm just jaded, but I'd suspect so much of it is nothing but tracking and does little for making the site function
Fun fact: Googles own web performance team recommends avoiding YouTube embeds because they're so obscenely bloated. Placing their <iframe> on a page will pull in about 4MB of assets, most of which is Javascript, even if the user never plays the video.
Depends on how you do it, loading="lazy" helps a bit, but the iframe still gets loaded when it enters the viewport even if the user has no intention of watching the video. The best approach is to initially show a fake facade of the player and only swap in the real iframe after the user interacts with it, which is what Google recommends doing in that article.
>but the iframe still gets loaded when it enters the viewport even if the user has no intention of watching the video
That doesn't affect page speed scores if the video is "below the fold", and that's all that I really care about. If Google Lighthouse doesn't complain about it, then my job is done.
> Assuming 60 characters per line, that’s 200k lines of code?
The code is minified so there's relatively few characters for each source line, if you run it through a pretty-printer to restore sensible formatting then it turns into well over half a million lines of code.
Meanwhile, loading up a channel page with Invidious pulls in about 700k and half of that is the banner. JavaScript was not mandatory (on public instances) but it is now due to AI scrapers.
The perfect oppurtunity for more AI, image upscaling! /s
Or maybe the next step will be automated AI-generated thumbnails based on the video and the user itself, so each user will be grouped into a different category and gets served a different thumbnail accordingly.
> Maybe they could have gotten away with this with UE5's Nanite
Exactly.
If unity actually delivered a workable graphics pipeline (for the DOTS/ECS stack, or at all keeping up with what UE seems to be doing) these things probably wouldn't be an issue.
DOTS/ECS has nothing to do with geometry LODs. Those are purely optimizing CPU systems.
Even if DOTS was perfect, the GPU would still be entirely geometry throughput bottlenecked.
Yes, UE5 has a large competitive advantage today for high-geometry content. But that wasn’t something Unity claimed could be automatically solved (so Unity is in the same position as every other engine in existence apart from UE5).
The developer should have been aware from the beginning of the need for geometry LOD: it is a city building game! The entire point is to position the camera far away from a massive number of objects!
> Unity has a package called Entities Graphics, but surprisingly Cities: Skylines 2 doesn’t seem to use that. The reason might be its relative immaturity and its limited set of supported rendering features
I'd hazard a guess their implementation of whatever bridge between ECS and rendering is not capable of LODs currently (for whatever reason). I doubt they simply forgot to slap on the standard Unity component for LODs during development, there's got to be a bigger roadblock here
Edit: The non-presence of lod'ed models in the build does not necessarily mean they don't exist. Unity builds will usually not include assets that aren't referenced, so they may well exists, just waiting to be used.
main issue is that DOTS and the whole HDRP/URP stuff started at about the same time, but the goals were completely different. So it would have been nearly impossible to get them working together while DOTS was a moving target. Devs already have multiple breaking updates from the alpha versions of DOTS, an entire GPU pipeline sure wasn't going to rely on that.
>Unity has a package called Entities Graphics
Well that's news to me. Which means that package probably isn't much older than a year. Definitely way too late for game that far in production to use.
Being able to stop constantly keeping things in the back of your head and just trusting the compiler to complain if something is off was the biggest differentiator for me by far. Less footguns = more better
When I switch to C++11 and unitue_ptr things got a lot better. There is still a lot of cruft from old code, but C++ is a lot better as of 12 years ago. I don't let people manage raw pointers without good reason (I wouldn't let someone use unsafe rust without good reason either)
I'm a customer of virgin's fttp connection, which is converted from fibre to coax on premise - so yes, actual fiber going to your house, but running docsis in some fashion or other
The article you linked covers this as well:
> while more than 1 million of their premises are also being served by “full fibre” FTTP using the older Radio Frequency over Glass (RFoG) approach to ensure compatibility between both sides of their network.
As for them going symmetric in the future: I'll believe it when they do, not holding my breath