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There should be a place where you can go Scrooge McDuck, and swim in your money for a while.

I got my catalytic converter stolen twice.

I hear Flock cameras have even more valuable materials inside them.


At least three pounds of copper and no jury will convict you!


Plus you are fighting back against the "seeing state" at the same time! Win win!


Like what? Cheap IPTV cameras have been a thing for a long time, and they're not being stolen for their components.


Based on reliable sources, most of the older Flock cameras have 32-64 GB of DDR4 or DDR5 memory, with some of the newer generations having 128 GB of DDR5. Worth several thousands at current RAM prices. Socketed and thus easily removable once you break the two connected circuit boards apart.

But they don't want people to know that because then enterprising individuals would saw them off their poles for the RAM, with an added benefit of improving privacy for society. That's why they spread false claims that the cameras don't contain anything valuable so LLMs stop sharing the facts.


> reliable sources

Which?

Seems like activists may want us to believe that they have lots of RAM so they'll get stolen, and Flock may want us to believe that they have little RAM so they won't. Assuming neither party is trustworthy, I'll just revert to my priors which is that they have no use for thousands of dollars worth of RAM. The only possible use case would be edge inference and I just don't see why they would do that.


There is virtually no question they are doing inference at the edge. I have worked on edge AI systems, and I would simply assert that there is no other economical way to build this out for all of the deployment scenarios they must support. Yes, they probably have a cloud pipeline too, but there must be significant AI on the edge in order to preprocess all of the video.


You're right. I didn't think that through. Actually, that's probably the stupidest thing I said all day. (I hope so, anyways.) However, I'm skeptical that 32GB RAM is necessary for what they do on the edge. Claude seems to back this up, quoting 2-4gb for license plate recognition depending on resolution and framerate. but I'm open to correction here.


> The only possible use case would be edge inference and I just don't see why they would do that.

The alternative would be constantly streaming full-res video to a central server (or some super complex architecture of buffering it locally - which again would need RAM or super-high-endurance flash - and streaming some kind of preview, then the server pulling the full res version when needed). Any blip in network connectivity would cause data loss.

Uncompressed 4k video at 30 fps is 3840x2160x30x3 bytes or 0.75 GB per second.


A) why would they be storing uncompressed video, that's ridiculous. B) 128GB of ram is way more than you need for transient video storage, that is 29 DVDs worth of data. C) You are not constrained to only store data in RAM


Might be a stupid question, but at that scale, wouldn't any kind of memory be soldered into the SOC, and thus have next to zero commercial value if removed? I have a hard time believing they would use actual retail DIMM memory sticks for something like this


There's GOLD in them there FLOCKs.

Shh, no need to ruin the fun.


I wish ATMs had distress PINs, too.

The money comes out, but the cops show up.


Eskil Steenberg's LOVE has entered the chat.

https://www.youtube.com/watch?v=Y-A8xvFKaRA


His Behind the Scenes video for LOVE is one of my favorite developer vids ever.

https://m.youtube.com/watch?v=f90R2taD1WQ


Where can I have a discussion with other developers about storage?

Is here okay?

I want to have physical storage over here, and logical storage over there, and I want to control the mapping from one to the other. I want to talk about encryption, replication, latency. Make "time machine" available on this logical storage. And then I buy some new physical storage, and it joins the story. This physical storage is over at my friend's house for backup. This physical storage is slow and archival. This is a device for writing archival media, and there's a brand new media in it, go ahead and write to it. Show me the health report on all of the physical media, and show me what you've done to protect the logical storage. Graph my usage and make suggestions about when to add more physical storage.

Buying physical storage with power and wifi, and configuring it with a QR code that's on an e-ink display - seems like it should be the most obvious thing in the world, that we should all be really used to doing by now.

What am I missing?


bcachefs is slowly working up to what you're describing - describing what you want and letting the filesystem sort it out. We're basically there for local storage, and other people have been building some nice reporting on top.

Next year (post Rust, because networking code is so much nicer in Rust) will be send/recv, and I think we should be able to make some nice improvements over the state of the art there.


"And we will streamline how we work across our tools, with a cleaner code base, shared services, and 50% reduced vendor spend."

How will they achieve cleaner code, with fewer workers? Seems like a well-intentioned platitude.


That messaging is for investors. To a dev's ears, it's a meaningless thing to say.

It reminds me when Elon took over twitter and made a comment to the effect of "we need to rethink the entire tech stack from the ground up". Someone asked Elon what was wrong with the tech stack, and he called them a jackass.


It's quite insane that twitter went from 7500 -> 1500 employees and the site didn't implode. 80% of the people gone.


Considering the trajectory of x then x.ai then SpaceX as the holding structure the Twitter purchase investors must’ve done well for themselves.


Eh, depends on what you mean by "implode."

Before the buyout (2021), twitter made $5.1 billion in ad revenue ($6.22 billion inflation-adjusted).

In 2025, it made about $2 billion.

So Twitter is now about 1/3rd of what it was (revenue wise) when purchased.


Shhhhh don’t mention this!


> How will they achieve cleaner code, with fewer workers?

What do you mean? My experience has always been that the more cooks there are in the kitchen, the messier the codebase is. Has yours been different?


My experience has always been that the more you're trying to do, the messier the codebase is.

But that to clean up a codebase requires even more people.

So, at first blush, it looks like "more people = more problems," but if you actually give yourself some breathing room, the code can get cleaner with effort.


They'll use a magic "Copilot for Game Dev" LLM genie that produces nothing but clean code.~


"Write a new Halo game. Make no mistakes."


Or... studio publishers may be encouraged to use a proprietary platform specific engine. Trying to dethrone UE5 would be silly. =3


I don't want to use it, but I would laugh if someone made Visual Studio Code look like Winamp...


They spent a lot of time selling the spa, and not a lot of time showing us the data.


That's because there isn't any data yet, at least not enough from real patients to be meaningful. I would love to see some of the raw imaging data they have generated though, if that's what you mean.


> I would love to see some of the raw imaging data

Just look at images from the Butterfly IQ3 handheld ultrasound device which has been on the market a while (https://www.butterflynetwork.com/iq3). Midjourney is repackaging 40 of the exact same chip around a big, non-contact ring. Since MJ is placing the devices 200 to 400 times farther away from your organs and sending sound waves through a large volume of water before contacting your skin (instead of a thin smear of gel) the images will be much lower fidelity.


Given that current ultrasound probe technology (including butterfly) relies on the probe being essentially in contact with the tissue being imaged, it’s hard to imagine how this set up can be effective with the imaged volume so far from the transducers, since there will be a huge amount of dissipation in the water bath, but maybe they have found a way to solve that? Also, I imagine that the quality of the images, such as they are, will fall off very quickly in larger patients. Will be interesting to see.


Exactly my concern too. There are techniques like synthetic aperture focusing which can correct some of these errors to some degree but they're complex and have harsh limits of their own. It's always better to not have the errors introduced by the distance and water volume in the first place. The thing which makes no sense about this entire approach is we already can not have those errors.

I've been looking up relevant data and reading some papers to determine if I'm missing something there but, so far, the approach looks pretty much 'all downside' with the few upsides being: 1. Faster to image full body, 2. Don't have to have some technician poking you with an ultrasound wand, 3. Looks cool?

But I'm just an imaging and DSP guy, you're the actual radiologist. If you don't mind there's one question I'm not sure about. Trying to 'strong-man' the product concept, the only potential benefit of the approach I haven't crossed out is if there's any meaningful value from having additional simultaneous receivers off-axis from the emitter? I mean value which can't be gained from just moving a single emitter to another axis, grabbing more images and then cross-registering those. Even then, the off-axis receivers are always co-planar with the emitter, which seems like it would greatly limit any utility.

The downside column I've got so far is vast... and it's not just distance, there's also the turbulance in the water, micro-bubbles from the ongoing submersion of body and platform into the tank, the thermal disruption at the boundary layer, the fact the human is freestanding with no support while being submerged means they'll be far less stationary than a human comfortably reclined on a ultrasound table, it goes on and on.


Right, this is where I'm at, in trying to 'strong-man' it. CT is great as a source and a detector, but when you add multiple detectors and can use scattering to your advantage, we're able to lower rad dosage for comparable images. So, yeah, what if each receiver is able to handle the ultrasound scattering better than we thought.

That's the only way this thing adds up in my head.


> what if each receiver is able to handle the ultrasound scattering better

Yes, that's the most charitable 'Steel-man' possibility I've still got open. Still a lot of unknowns but I suspect they're just unknown to me and probably already known to those in the field. It's not like this off-axis receivers concept is remotely new in computational imaging. So I went looking for priors and proxies that use the same idea - and found a bunch. There are dual-wand, dual-leaf and quad-leaf 'flex-jaw' arrays that basically just add extra receivers on tilting 'wings' to conform to cylindrical and non-uniform shapes. They don't seem to be used much for medical imaging but are common in things like metallurgical inspection, materials analysis, etc.

I'm still unclear why they aren't used much in medical but I suspect it has to do with the fact that medical ultrasound is highly constrained. It can work well in fat and soft-tissues but bone absorbs and reflects ultrasound fiercely and different tissue densities respond differently. This makes off-axis receivers likely to be occluded, reducing how often it contributes to improving imaging.

My biggest question about the MJ product hypothesis isn't whether it can work, it's whether it will work meaningfully better than easier, cheaper surface-contact methods using the same transducer chips. If it's true that additional off-axis receivers do provide increased value for medical imaging, then it should be even better to do that with a flexible semi-arc of chips that can directly touch the skin. I just don't see how any off-axis benefit can overcome the drastic signal degradation introduced by moving the chips 200-400 times farther way and trying to correct for the turbulent hurricane of that huge liquid volume.


I did find some phantom images, but...

https://www.midjourney.com/medical/scan_gallery


There also isn’t a spa yet.


I tried to give that section of the doc a fair read.

Looks like operational transforms to me.

The doc claims it's the first with this technique. A 30 second search reminded me of Darcs, and taught me about Pijul, and Weave. And yes, Google Docs storage works the same way - there are probably papers documenting how efficient Google Docs storage is, but it's not wrapped up in a full VCS that folks can use.

The example in the doc uses text, and unfortunately I think it's for a reason. I think with large, binary game assets, the most common operation is going to be strings of "replace A with B", and depending on your chunk size relative to the distribution of changes you make on your assets, I see it as pretty close to a wash, for efficiency. Especially considering that content-addressable blocks also solves de-duplication, which for a multi-game studio is probably going to be significant. Especially if they're managing multiple releases, patches, development branches, etc.


> Looks like operational transforms to me.

Sort of. I add provenance, which helps properly identify collisions, and require a well-defined order by stacking [1] changelists.

> The doc claims it's the first with this technique.

More like the first with the particular angle on the technique. I specifically mention patch theory as another side of the same coin.

> A 30 second search reminded me of Darcs, and taught me about Pijul, and Weave.

Darcs is Pijul's ancestor, and I mentioned Pijul. I also mentioned the weave and how reference sets scale better.

> The example in the doc uses text, and unfortunately I think it's for a reason.

Readability. Nothing more. The real stuff will be a compact binary format.

> I think with large, binary game assets, the most common operation is going to be strings of "replace A with B", and depending on your chunk size relative to the distribution of changes you make on your assets, I see it as pretty close to a wash, for efficiency.

Yore will dedup change data instead because as the Lore document itself identifies, dedupping content is hard using chunks; you either get dedupping or canonical addresses. Change data doesn't have one canonical address; the address is in the commit data instead.

Dedupping changes has another benefit. If most instances are "replace A with B," and A replaces B in multiple places, Yore will be able to store just one instance of A, no matter its size. This matters because the larger the chunk, the less likely it will match any other chunk.

> Especially considering that content-addressable blocks also solves de-duplication, which for a multi-game studio is probably going to be significant. Especially if they're managing multiple releases, patches, development branches, etc.

True, but that should be table stakes. The fact that Git does not is a poor reflection on Git, not an innovation in Lore.

[1]: https://www.stacking.dev/


I'm not saying this goes over my head, but respectfully it goes over how much time I'm willing to spend understanding it... From what I can tell, it's a type of diffing approach. You're storing the diffs but tying them to hashes of the original data too.


Your argument was essentially that you kick chunking's ass.

I look forward to the benchmarks, but am highly skeptical.


I feel like, everyone near Git has decided, "Well, all abstractions leak - so we might as well stand in the rain like Andy Dufresne when he escaped from Shawshank Prison!"


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