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A “frozen” dictionary for Python

https://lwn.net/SubscriberLink/1047238/25c270b077849dc0/
60•jwilk•3h ago•30 comments

Size of Life

https://neal.fun/size-of-life/
2156•eatonphil•21h ago•234 comments

Meta shuts down global accounts linked to abortion advice and queer content

https://www.theguardian.com/global-development/2025/dec/11/meta-shuts-down-global-accounts-linked...
108•ta988•1h ago•37 comments

The Cost of a Closure in C

https://thephd.dev/the-cost-of-a-closure-in-c-c2y
98•ingve•5h ago•32 comments

Getting a Gemini API key is an exercise in frustration

https://ankursethi.com/blog/gemini-api-key-frustration/
603•speckx•16h ago•243 comments

Patterns.dev

https://www.patterns.dev/
349•handfuloflight•11h ago•80 comments

Australia begins enforcing world-first teen social media ban

https://www.reuters.com/legal/litigation/australia-social-media-ban-takes-effect-world-first-2025...
822•chirau•1d ago•1256 comments

Show HN: Local Privacy Firewall-blocks PII and secrets before ChatGPT sees them

https://github.com/privacyshield-ai/privacy-firewall
9•arnabkarsarkar•1d ago•0 comments

Why Startups Die

https://www.techfounderstack.com/p/why-startups-die
43•makle•3d ago•24 comments

Booting Linux in QEMU and Writing PID 1 in Go to Illustrate Kernel as Program

https://serversfor.dev/linux-inside-out/the-linux-kernel-is-just-a-program/
153•birdculture•6d ago•37 comments

How the Brain Parses Language

https://www.quantamagazine.org/the-polyglot-neuroscientist-resolving-how-the-brain-parses-languag...
44•mylifeandtimes•3d ago•14 comments

Auto-grading decade-old Hacker News discussions with hindsight

https://karpathy.bearblog.dev/auto-grade-hn/
471•__rito__•19h ago•210 comments

Helldivers 2 on-disk size 85% reduction

https://store.steampowered.com/news/app/553850/view/491583942944621371
60•SergeAx•1w ago•45 comments

Python Workers redux: fast cold starts, packages, and a uv-first workflow

https://blog.cloudflare.com/python-workers-advancements/
74•dom96•2d ago•24 comments

How Google Maps allocates survival across London's restaurants

https://laurenleek.substack.com/p/how-google-maps-quietly-allocates
300•justincormack•2d ago•147 comments

VCMI: An open-source engine for Heroes III

https://vcmi.eu/
125•eamag•4d ago•15 comments

Go's escape analysis and why my function return worked

https://bonniesimon.in/blog/go-escape-analysis
20•bonniesimon•6d ago•11 comments

Show HN: oeis-tui – A TUI to search OEIS integer sequences in the terminal

https://github.com/hako/oeis-tui
6•wesleyhill•1w ago•0 comments

Rubio stages font coup: Times New Roman ousts Calibri

https://www.reuters.com/world/us/rubio-stages-font-coup-times-new-roman-ousts-calibri-2025-12-09/
311•italophil•1d ago•516 comments

Show HN: Wirebrowser – A JavaScript debugger with breakpoint-driven heap search

https://github.com/fcavallarin/wirebrowser
42•fcavallarin•22h ago•10 comments

Super Mario 64 for the PS1

https://github.com/malucard/sm64-psx
247•LaserDiscMan•18h ago•96 comments

Flow Where You Want – Guidance for Flow Models

https://drscotthawley.github.io/blog/posts/FlowWhereYouWant.html
27•rundigen12•5d ago•1 comments

Incomplete list of mistakes in the design of CSS

https://wiki.csswg.org/ideas/mistakes
138•OuterVale•8h ago•91 comments

Qwen3-Omni-Flash-2025-12-01:a next-generation native multimodal large model

https://qwen.ai/blog?id=qwen3-omni-flash-20251201
278•pretext•20h ago•95 comments

Show HN: Automated license plate reader coverage in the USA

https://alpranalysis.com
193•sodality2•19h ago•114 comments

Fossils reveal anacondas have been giants for over 12 million years

https://www.cam.ac.uk/stories/twelve-million-years-of-giant-anacondas
53•ashishgupta2209•1w ago•24 comments

Scientists create ultra fast memory using light

https://www.isi.edu/news/81186/scientists-create-ultra-fast-memory-using-light/
105•giuliomagnifico•6d ago•24 comments

Common Lisp, ASDF, and Quicklisp: packaging explained

https://cdegroot.com/programming/commonlisp/2025/11/26/cl-ql-asdf.html
90•todsacerdoti•1d ago•23 comments

Valve: HDMI Forum Continues to Block HDMI 2.1 for Linux

https://www.heise.de/en/news/Valve-HDMI-Forum-Continues-to-Block-HDMI-2-1-for-Linux-11107440.html
777•OsrsNeedsf2P•19h ago•435 comments

Terrain Diffusion: A Diffusion-Based Successor to Perlin Noise

https://arxiv.org/abs/2512.08309
136•kelseyfrog•18h ago•39 comments
Open in hackernews

Helldivers 2 on-disk size 85% reduction

https://store.steampowered.com/news/app/553850/view/491583942944621371
59•SergeAx•1w ago

Comments

habbekrats•1w ago
it seems wild the state of games and development today... imagine 131GB out of 154GB of data was not needed....
wvbdmp•1w ago
The whole world took a wrong turn when we moved away from physical media.
breve•1w ago
Hard drives and optical discs are the reason they duplicated the data. The duplicated the data to reduce load times.
habbekrats•1w ago
do they even sell disc of these game?...
jsheard•3m ago
They do, but it's irrelevant to performance nowadays because you're required to install all of the disc data to the SSD before you can play.
tetris11•1w ago
In terms of ownership, yes absolutely. In terms of read/write speeds to physical media, the switch to an SSD has been unsung gamechanger.

That being said, cartridges were fast. The move away from cartridges was a wrong turn

BizarroLand•1w ago
I hate it when you buy a physical game, insert the disk, and immediately have to download the game in order to play the game because the disk only contains a launcher and a key. Insanity of the worst kind.
crest•37m ago
Or the launch day patch is >80% the size of the game, but I don't want to go back to game design limited by optical media access speeds.
maccard•38m ago
This isn't unique to games, and it's not just "today". Go back a decade [0] find people making similar observations about one of the largest tech companies on the planet.

[0] https://news.ycombinator.com/item?id=10066338

andrewstuart•1w ago
How is there so much duplication?
jy14898•1w ago
The post stated that it was believed duplication improved loading times on computers with HDDs rather than SSDs
dontlaugh•1w ago
Which is true. It’s an old technique going back to CD games consoles, to avoid seeks.
SergeAx•1w ago
Is it really possible to control file locations on HDD via Windows NTFS API?
dontlaugh•1w ago
No, not at all. But by putting every asset a level (for example) needs in the same file, you can pretty much guarantee you can read it all sequentially without additional seeks.

That does force you to duplicate some assets a lot. It's also more important the slower your seeks are. This technique is perfect for disc media, since it has a fixed physical size (so wasting space on it is irrelevant) and slow seeks.

viraptor•1h ago
> by putting every asset a level (for example) needs in the same file, you can pretty much guarantee you can read it all sequentially

I'd love to see it analysed. Specifically, the average number of nonseq jumps vs overall size of the level. I'm sure you could avoid jumps within megabytes. But if someone ever got closer to filling up the disk in the past, the chances of contiguous gigabytes are much lower. This paper effectively says that if you have long files, there's almost guaranteed gaps https://dfrws.org/wp-content/uploads/2021/01/2021_APAC_paper... so at that point, you may be better off preallocating the individual does where eating the cost of switching between them.

dontlaugh•1h ago
Sure. I’ve seen people that do packaging for games measure various techniques for hard disks typical of the time, maybe a decade ago. It was definitely worth it then to duplicate some assets to avoid seeks.

Nowadays? No. Even those with hard disks will have lots more RAM and thus disk cache. And you are even guaranteed SSDs on consoles. I think in general no one tries this technique anymore.

toast0•39m ago
From that paper, table 4, large files had an average # of fragments around 100, but a median of 4 fragments. A handful of fragments for a 1 GB level file is probably a lot less seeking than reading 1 GB of data out of a 20 GB aggregated asset database.

But it also depends on how the assets are organized, you can probably group the level specific assets into a sequential section, and maybe shared assets could be somewhat grouped so related assets are sequential.

wcoenen•35m ago
> But if someone ever got closer to filling up the disk in the past, the chances of contiguous gigabytes are much lower.

By default, Windows automatically defragments filesystems weekly if necessary. It can be configured in the "defragment and optimize drives" dialog.

toast0•1h ago
Not really. But when you write a large file at once (like with an installer), you'll tend to get a good amount of sequential allocation (unless your free space is highly fragmented). If you load that large file sequentially, you benefit from drive read ahead and OS read ahead --- when the file is fragmented, the OS will issue speculative reads for the next fragment automatically and hide some of the latency.

If you break it up into smaller files, those are likely to be allocated all over the disk; plus you'll have delays on reading because windows defender makes opening files slow. If you have a single large file that contains all resources, even if that file is mostly sequential, there will be sections that you don't need, and read ahead cache may work against you, as it will tend to read things you don't need.

pjc50•1h ago
Key word is "believed". It doesn't sound like they actually benchmarked.
wongogue•1h ago
There is nothing to believe. Random 4K reads for HDD is slow.
debugnik•20m ago
Assets nowadays are much heavier than 4 kB though, specially if related ones are bundled together. So games now should be spending less time seeking relative to their total read size. Combined with HDD caches and parallel reads, this practice of duplicating over 100 GBs across bundles is most likely a cargo-cult by now.

Which makes me think: Has there been any advances in disk scheduling in the last decade?

breve•1w ago
They duplicate files to reduce load times. Here's how Arrowhead Game Studios themselves tell it:

https://www.arrowheadgamestudios.com/2025/10/helldivers-2-te...

imtringued•1w ago
I don't think this is the real explanation. If they gave the filesystem a list of files to fetch in parallel (async file IO), the concept of "seek time" would become almost meaningless. This optimization will make fetching from both HDDs and SSDs faster. They would be going out of their way to make their product worse for no reason.
Xss3•1w ago
If they fill your harddrive youre less likely to install other games. If you see a huge install size youre less likely to uninstall with plans to reinstall later because thatd take a long time.
ukd1•49m ago
Unfortunately this actually is believable. SMH.
toast0•1h ago
Solid state drives tend to respond well to parallel reads, so it's not so clear. If you're reading one at a time, sequential access is going to be better though.

But for a mechanical drive, you'll get much better throughput on sequential reads than random reads, even with command queuing. I think earlier discussion showed it wasn't very effective in this case and taking 6x the space for a marginal benefit for the small % of users with mechanical drives isn't worth while...

extraduder_ire•1h ago
"97% of the time: premature optimization is the root of all evil."
crest•34m ago
The idea is to duplicate assets so loading a "level" is just sequential reading from the file system. It's required on optical media and can be very useful on spinning disks too. On SSDs it's insane. The logic should've been the other way around. Do a speed test on start an offer to "optimise for spinning media" if the performance metrics look like it would help.

If the game was ~20GB instead of ~150GB almost no player with the required CPU+GPU+RAM combination would be forced to put it on a HDD instead of a SSD.

Calzifer•1w ago
I was curious if they optimized the download. Did it download the 'optimized' ~150 GB and wasting a lot of time there or did it download the ~20 GB unique data and duplicated as part of the installation.

I still don't know but found instead an interesting reddit post were users found and analyzed this "waste of space" three month ago.

https://www.reddit.com/r/Helldivers/comments/1mw3qcx/why_the...

PS: just found it. According to this Steam discussion it does not download the duplicate data and back then it only blew up to ~70 GB.

https://steamcommunity.com/app/553850/discussions/0/43725019...

SergeAx•1w ago
They downloaded 43 GB instead of 152 GB, according to SteamDB: https://steamdb.info/app/553850/depots/ Now it is 20 GB => 21 GB.
maccard•34m ago
Steam breaks your content into 1MB Chunks and compresses/dedupes them [0]

[0] https://partner.steamgames.com/doc/sdk/uploading#AppStructur...

tetris11•1w ago
I wonder if a certain Amelie-clad repacker noticed the same reduction in their release of the same game.
squigz•1h ago
Fitgirl and Anna (of Anna's Archive) are modern day heroes.
debugnik•56m ago
Helldivers 2 is an always-online game, you won't find it cracked.
NullPrefix•18m ago
such games can only get private servers
debugnik•4m ago
[delayed]
rawling•1h ago
https://news.ycombinator.com/item?id=46134178

282 comments

_aavaa_•57m ago
My takeaway is that it seems like they did NO benchmarking of their own before choosing to do all that duplication. They only talk about performance tradeoff now that they are removing it. Wild
maccard•42m ago
I've been involved in decisions like this that seem stupid and obvious. There's a million different things that could/should be fixed, and unless you're monitoring this proactively you're unlikely to know it hsould be changed.

I'm not an arrowhead employee, but my guess is at some point in the past, they benchmarked it, got a result, and went with it. And that's about all there is to it.

Xelbair•13m ago
>These loading time projections were based on industry data - comparing the loading times between SSD and HDD users where data duplication was and was not used. In the worst cases, a 5x difference was reported between instances that used duplication and those that did not. We were being very conservative and doubled that projection again to account for unknown unknowns.

>We now know that, contrary to most games, the majority of the loading time in HELLDIVERS 2 is due to level-generation rather than asset loading. This level generation happens in parallel with loading assets from the disk and so is the main determining factor of the loading time. We now know that this is true even for users with mechanical HDDs.

they did absolutely zero benchmarking beforehand, just went with industry haresay, and decided to double it just in case.

esrauch•31m ago
It's very easy to accidentally get misleading benchmarking results in 100 different ways, I wouldn't assume they did no benchmarking when they did the duplication.
Hikikomori•21m ago
They used industry data to make the decision first to avoid potential multi minute load times for 10% or do of their players, hard to test all kinds of pc configurations. Now they have telemetry showing that it doesn't matter because another parallel task takes about as much time anyway.
djmips•21m ago
A tale as old as time. Making decisions without actually profiling before, during and after implementing.
Xelbair•15m ago
worse, in their post they basically said:

>we looked at industry standard values and decided to double them just in case.

functionmouse•13m ago
Some kind of evil, dark counterpart to Moore's law in the making