This is literally a microcosm of the whole issue with gamedev right now. Constant churn of short duration contracts terminating the second the money coming in is below a predetermined threshold. Good on Arrowhead for trying not to be part of the problem.
Nah, he’s saying they don’t have the capacity to support all the players, so anyone who could better use that money somewhere else should just wait, since they won’t have a good time right now anyway.
It’s also profitable for long-duration early access games where most of your users and potential purchasers already have already bought it. Good cash injection right at the end of development from an audience that probably wasn’t going to buy it anyway.
Depending on how long it takes to recharge vs the discharge rate (it doesn’t seem to mention recharge rate in the article) they may be able to shut down 25% of the cooling array to let it recharge while the other 75% picks up the load.
This was a major point in the intel mac era, but since they moved to their M-series chips, it’s a lot more of an apples to oranges comparison anymore. Pixels moving to the tensor platform is similar in this regard.
This is literally a microcosm of the whole issue with gamedev right now. Constant churn of short duration contracts terminating the second the money coming in is below a predetermined threshold. Good on Arrowhead for trying not to be part of the problem.