[-] theangriestbird@beehaw.org 1 points 10 hours ago

exactly! it's a way to own a complete copy on disc, independent from the servers. I know there are other companies offering that specific thing, but more players in the space is a good thing imo

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RE: the article from yesterday about the Darth Vader AI in fortnite

[-] theangriestbird@beehaw.org 7 points 14 hours ago* (last edited 12 hours ago)

Big article, but a great read! Some key excerpts:

This isn’t simply the norm of a digital world. It’s unique to AI, and a marked departure from Big Tech’s electricity appetite in the recent past. From 2005 to 2017, the amount of electricity going to data centers remained quite flat thanks to increases in efficiency, despite the construction of armies of new data centers to serve the rise of cloud-based online services, from Facebook to Netflix. In 2017, AI began to change everything. Data centers started getting built with energy-intensive hardware designed for AI, which led them to double their electricity consumption by 2023. The latest reports show that 4.4% of all the energy in the US now goes toward data centers. Given the direction AI is headed—more personalized, able to reason and solve complex problems on our behalf, and everywhere we look—it’s likely that our AI footprint today is the smallest it will ever be. According to new projections published by Lawrence Berkeley National Laboratory in December, by 2028 more than half of the electricity going to data centers will be used for AI. At that point, AI alone could consume as much electricity annually as 22% of all US households.

Let’s say you’re running a marathon as a charity runner and organizing a fundraiser to support your cause. You ask an AI model 15 questions about the best way to fundraise. Then you make 10 attempts at an image for your flyer before you get one you are happy with, and three attempts at a five-second video to post on Instagram. You’d use about 2.9 kilowatt-hours of electricity—enough to ride over 100 miles on an e-bike (or around 10 miles in the average electric vehicle) or run the microwave for over three and a half hours.

One can do some very rough math to estimate the energy impact. In February the AI research firm Epoch AI published an estimate of how much energy is used for a single ChatGPT query—an estimate that, as discussed, makes lots of assumptions that can’t be verified. Still, they calculated about 0.3 watt-hours, or 1,080 joules, per message. This falls in between our estimates for the smallest and largest Meta Llama models (and experts we consulted say that if anything, the real number is likely higher, not lower).

One billion of these every day for a year would mean over 109 gigawatt-hours of electricity, enough to power 10,400 US homes for a year. If we add images and imagine that generating each one requires as much energy as it does with our high-quality image models, it’d mean an additional 35 gigawatt-hours, enough to power another 3,300 homes for a year. This is on top of the energy demands of OpenAI’s other products, like video generators, and that for all the other AI companies and startups.

But here’s the problem: These estimates don’t capture the near future of how we’ll use AI. In that future, we won’t simply ping AI models with a question or two throughout the day, or have them generate a photo. Instead, leading labs are racing us toward a world where AI “agents” perform tasks for us without our supervising their every move. We will speak to models in voice mode, chat with companions for 2 hours a day, and point our phone cameras at our surroundings in video mode. We will give complex tasks to so-called “reasoning models” that work through tasks logically but have been found to require 43 times more energy for simple problems, or “deep research” models that spend hours creating reports for us. We will have AI models that are “personalized” by training on our data and preferences.

By 2028, the researchers estimate, the power going to AI-specific purposes will rise to between 165 and 326 terawatt-hours per year. That’s more than all electricity currently used by US data centers for all purposes; it’s enough to power 22% of US households each year. That could generate the same emissions as driving over 300 billion miles—over 1,600 round trips to the sun from Earth.

[-] theangriestbird@beehaw.org 5 points 14 hours ago

Big article, but a great read! Some key excerpts:

This isn’t simply the norm of a digital world. It’s unique to AI, and a marked departure from Big Tech’s electricity appetite in the recent past. From 2005 to 2017, the amount of electricity going to data centers remained quite flat thanks to increases in efficiency, despite the construction of armies of new data centers to serve the rise of cloud-based online services, from Facebook to Netflix. In 2017, AI began to change everything. Data centers started getting built with energy-intensive hardware designed for AI, which led them to double their electricity consumption by 2023. The latest reports show that 4.4% of all the energy in the US now goes toward data centers. Given the direction AI is headed—more personalized, able to reason and solve complex problems on our behalf, and everywhere we look—it’s likely that our AI footprint today is the smallest it will ever be. According to new projections published by Lawrence Berkeley National Laboratory in December, by 2028 more than half of the electricity going to data centers will be used for AI. At that point, AI alone could consume as much electricity annually as 22% of all US households.

Let’s say you’re running a marathon as a charity runner and organizing a fundraiser to support your cause. You ask an AI model 15 questions about the best way to fundraise. Then you make 10 attempts at an image for your flyer before you get one you are happy with, and three attempts at a five-second video to post on Instagram. You’d use about 2.9 kilowatt-hours of electricity—enough to ride over 100 miles on an e-bike (or around 10 miles in the average electric vehicle) or run the microwave for over three and a half hours.

One can do some very rough math to estimate the energy impact. In February the AI research firm Epoch AI published an estimate of how much energy is used for a single ChatGPT query—an estimate that, as discussed, makes lots of assumptions that can’t be verified. Still, they calculated about 0.3 watt-hours, or 1,080 joules, per message. This falls in between our estimates for the smallest and largest Meta Llama models (and experts we consulted say that if anything, the real number is likely higher, not lower).

One billion of these every day for a year would mean over 109 gigawatt-hours of electricity, enough to power 10,400 US homes for a year. If we add images and imagine that generating each one requires as much energy as it does with our high-quality image models, it’d mean an additional 35 gigawatt-hours, enough to power another 3,300 homes for a year. This is on top of the energy demands of OpenAI’s other products, like video generators, and that for all the other AI companies and startups.

But here’s the problem: These estimates don’t capture the near future of how we’ll use AI. In that future, we won’t simply ping AI models with a question or two throughout the day, or have them generate a photo. Instead, leading labs are racing us toward a world where AI “agents” perform tasks for us without our supervising their every move. We will speak to models in voice mode, chat with companions for 2 hours a day, and point our phone cameras at our surroundings in video mode. We will give complex tasks to so-called “reasoning models” that work through tasks logically but have been found to require 43 times more energy for simple problems, or “deep research” models that spend hours creating reports for us. We will have AI models that are “personalized” by training on our data and preferences.

By 2028, the researchers estimate, the power going to AI-specific purposes will rise to between 165 and 326 terawatt-hours per year. That’s more than all electricity currently used by US data centers for all purposes; it’s enough to power 22% of US households each year. That could generate the same emissions as driving over 300 billion miles—over 1,600 round trips to the sun from Earth.

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[-] theangriestbird@beehaw.org 2 points 18 hours ago

you have a mental fortitude i cannot imagine. getting all those sewer-tier jokes pure, uncut, while holding down L2+R2 for 30 hours...I thought they banned that sort of thing in the Geneva Conventions

[-] theangriestbird@beehaw.org 2 points 18 hours ago

Very cool, great map and idea. Thank you!

[-] theangriestbird@beehaw.org 4 points 18 hours ago

Just putting this out there: wouldn't a multiplayer-focused game like Borderlands be relatively shielded from the lads out on the high seas? Sure fitgirl could hook you up for a single-player campaign, but who tf wants to play Borderlands solo?

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Game Information

Game Title: RoadCraft

Platforms:

  • Xbox Series X/S (May 20, 2025)
  • PlayStation 5 (May 20, 2025)
  • PC (May 20, 2025)

Trailers:

Developer: Saber Interactive

Publisher: Focus Entertainment

Review Aggregator:

OpenCritic - 84 average - 89% recommended - 28 reviews

Critic Reviews

ACG - Jeremy Penter - Buy

"A game not without its problems, Roadcraft is addicting as hell and does its own thing compared to the past titles."


Analog Stick Gaming - Jeff M Young - 9 / 10

Much like building a road, you lay the foundation to build upon what is there. This is true with how Mudrunner and Snowrunner have shaped where this series is going. Roadcraft is the culmination of those ideas, mechanics, and gameplay sections to a degree where that complexity and depth is wildly addictive. While Roadcraft is perfectly serviceable and enjoyable as a single-player experience, this might be one of the most enjoyable co-op games I’ve ever played. Roadcraft also does a great job at balancing the realistic and the need to simply be a videogame, and the results are vastly impressive.


Atarita - Alparslan Gürlek - Turkish - 85 / 100

RoadCraft introduces great new features to Saber's simulation series, while retaining the most loved content and systems from previous games in the series. An absolutely fantastic simulation experience.


CGMagazine - Andrew Wilson - 9 / 10

RoadCraft is everything I had previously enjoyed in Expeditions while building upon it with increased challenges and task that will test players each step of the way and require some clever thinking at times.


Cerealkillerz - Nick Erlenhof - German - 7.8 / 10

RoadCraft is an enormously fun playground for rebuilding something together, especially in co-op. Everyone has a task and drives one of the huge machines making coordination essential. But the frequent chaos also makes the game a lot of fun, even if the camera and long-term motivation take the wind out of the game's sails somewhat due to the repetitive activities.


Checkpoint Gaming - Erielle Sudario - 8 / 10

RoadCraft is a game that will require absolute patience if you want to get the job done, while adding some leeway to speed things up a bit. While game progression is slow, it is part of its charm as these are heavy work vehicles, and they're not made for speed, thus fitting its theme. The world is very well-detailed and eases you into its mechanics throughout your gameplay. While sometimes repetitive, it compensates with different strategies to complete the task. The beautiful landscapes of your work areas make it forgiving when your vehicle travels through the rough terrain. It's like you're doing actual work as seen in real life, thus creating a great simulation game.


Digitale Anime - Sami Belhamra - Arabic - 8.5 / 10

"A new standard for simulation fans" RoadCraft isn't just a traditional simulation game; it's a complete experience that combines challenge, construction, and strategic thinking in a post-apocalyptic dystopia. Its realistic design, complex mechanics, and humane message make it one of the best simulation games of its generation. Despite some minor technical issues, RoadCraft remains a solid, purposeful experience that gives players a real sense of accomplishment.


Digitec Magazine - Simon Balissat - German - 4 / 5

The mixture of off-road exploration, road building and logging makes “Roadcraft” a very relaxing and potentially addictive experience. I often found myself wanting to lay the foundations of a road “just for a moment”, only to have paved a complete road two hours later.


Everyeye.it - Italian - Unscored

RoadCraft is an interesting simulation compromise, which combines great attention to detail in models, times and settings, with the attempt to maximize the importance of the “task - completion - reward” mechanism.


FinalBoss - 8 / 10

RoadCraft is the rare sim that had me laughing out loud, whether flipping my loaded truck moments from delivery or meticulously crafting roads through dirt and chaos. It's not quite SnowRunner, but the sheer sandbox freedom and hilarious mishaps make it impossible to put down."


GAMES.CH - Joel Kogler - German - 83%

Although the game doesn't stand out graphically, it's also a technical achievement. The in-house engine, which has been refined over several games and is already specialized for driving through various types of terrain, reaches a new peak here. We're also curious to see how "RoadCraft" develops after its release – after all, there will be extensive support, including mods, on PC and console.


Gaming Nexus - Jason Dailey - 8.5 / 10

RoadCraft is a must-play for fans of construction simulators. There is a coziness in the laborious nature of its gameplay that is hard to resist, and with a huge amount of content, you'll be busy cleaning up natural disasters for dozens of hours.


Hinsusta - Patricia Arentzen - German - 9 / 10

To summarise, RoadCraft is an exciting and thematically interesting title with a clear focus on the simulation of reconstruction after natural disasters. The combination of driving and operating over 40 different vehicles and the strategic elements of reconstruction is a refreshing approach. The advanced physics and detailed environments add to the immersion of the game, even if the lack of NPCs makes the world feel a little sterile to me. The cross-play feature is a great advantage and promises hours of fun together with friends on different platforms.


Insider Gaming - Buy

The bottom line is that if you enjoyed Snowrunner, you will enjoy Roadcraft. It’s a rewarding game that offers plenty to dig your teeth into, but don’t expect major changes from its predecessor.


Just Play it - Adel Abdelhak - Arabic - 9 / 10

RoadCraft delivered a unique experience, especially for fans of simulation and construction games. It successfully blends various gameplay elements within a cohesive framework that balances realism and enjoyment. Thanks to its diverse missions, detailed visuals, high-quality sound design, and stable technical performance, the game manages to leave a distinct impression and offers an enjoyable experience we highly recommend.


Loot Level Chill - Kieran Singh - 8 / 10

While Roadcraft can slow to a crawl at times and has moments of frustration because of it, it’s still a lot of fun bringing civilisation back to these battered biomes.


PCGamesN - Ed Smith - 9 / 10

Easily better than Snowrunner or Expeditions, Roadcraft is one of 2025's best, and a convincing argument that even the most esoteric subject matter can be translated into compelling videogames.


Push Square - PJ O'Reilly - 8 / 10

RoadCraft takes the intricate off-road fun of MudRunner and SnowRunner, and melds it with involving micro-management and building aspects, resulting in a fantastic experience that's the dev's best vehicle sim to date. With eight big maps full of ruined environs and treacherous conditions to contend with, a huge array of complex vehicles to master, and co-op play to maximise the fun of it all, this is a big old blast of a thing, a huge sandbox that's got excitement, depth, and challenge in spades.


SECTOR.sk - Peter Dragula - Slovak - 8 / 10

Roadcraft is surprisingly deep and well-made. While different from MudRunner or SnowRunner, it can still appeal to their fans as well as newcomers interested in construction and heavy machinery. The dynamic mud system remains fun, and the visuals and technical scenarios impress. Some tasks do get repetitive over time, and a bit more automation could help'but overall, it's a solid construction sim in tough terrain.


Saving Content - Scott Ellison II - 3 / 5

Ultimately, the challenge just isn’t there for RoadCraft, and it’s just a shame as the series deviates from what made it so special. The activities and missions you do are by far the best in the series, to just make this game worth it. Longtime fans will find this to be a game that’s too much work, especially for how fiddly everything is. RoadCraft is a construction and restoration sim that makes it hard to find the fun.


Shacknews - Jan Ole Peek - 8 / 10

Now if you'll excuse me, I've got a bulldozer stuck in the mud that needs rescuing.


SteamDeckHQ - Oliver Stogden - 3 / 5

Is RoadCraft a bad game? Not necessarily, I could see how some people might enjoy it. For me, the game doesn't have the feeling of "survival" that SnowRunner has, where you are constantly trying to plan your own route and trying to protect your vehicle and preserve fuel, and because of the frustrating traversal and nature of the tasks at times, it isn't relaxing like American/Euro Truck Simulator. The game just feels rather... shallow, with similar objectives that take an age to complete, that you have to do over and over.

The best parts of the game are watching your AI Trucks use the path you built/cleared, and the off-road terrain physics and deformation remain as good as ever. Sadly, the terrain deformation is losing its luster after 5 games, and the rest of the mechanics RoadCraft introduces aren't robust enough to support the game.

RoadCraft is also currently unplayable on the Steam Deck; for whatever reason, the game crashes when compiling shaders, regardless of the Proton version I attempted using.


The Games Machine - Marco Bortoluzzi - Italian - 8.5 / 10

RoadCraft aims for a specific target – that is, people who find heavy machinery unbelievably cool – and hit it straight in the middle, granting dozens of hours of playtime spent paving roads and using cranes. It could use some work on the interface, though.


The Nerd Stash - Julio La Pine - 7.5 / 10

RoadCraft is one of the most niche games out there. It offers an unmatched sandbox building experience with an emphasis on realistic driving, but it suffers from many glitches and bugs, and is also one of the least solo-friendly games in the series.


Thumb Culture - 5 / 5

I said it at the beginning that RoadCraft was a banger. From the minute I started reviewing this one, I absolutely loved it. From the incredibly nostalgic experience that the trailer brings, to the fist bump when you get the flood wall finished. Every job you finish is a great achievement.

Saber Interactive have delivered another amazing game that is an absolute joy to play. From start to finish, I loved my entire time with RoadCraft.

RoadCraft receives a Thumb Culture Platinum Award.


VG247 - 4 / 5

Overall, RoadCraft offers a unique enough twist on the established Spintires formula, if a streamlined one, to be worth giving a go.


XboxEra - Jesse Norris - 8.3 / 10

RoadCraft is a ton of fun. It smartly evolves the MudRunner series, taking one of my favorite physics-based puzzle games and adding in some deliciously creative chaos.'


Zoomg - Ali Goodarzi - Persian - 9 / 10

RoadCraft is a high-quality simulator focused on road construction. Its wide variety of levels and machinery—along with the fun of controlling them—and of course, the environmental and mechanical challenges involved in operating the vehicles and completing tasks, all come together to make it a standout simulator. Despite some technical issues and a clunky user interface, I definitely recommend it to fans of this genre.


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[-] theangriestbird@beehaw.org 11 points 3 days ago

"as long as people spend less money on games overall things will be fine!" Easy to say when you're retired from the industry. I don't think anyone in the industry would appreciate the implications of that...

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[-] theangriestbird@beehaw.org 4 points 4 days ago

That is a fair point! That could be neat. Still not worth the environmental cost of using this technology, but interesting in a vacuum!

[-] theangriestbird@beehaw.org 4 points 4 days ago* (last edited 4 days ago)

don't worry, the AI can do that badly too!

[-] theangriestbird@beehaw.org 10 points 4 days ago* (last edited 4 days ago)

developers have been working on this, but it doesn't scale to games in the way you might think. For one, games have to communicate with data centers to process LLMs, so we will still have to deal with the lag of data transmission and processing. The other problem is that, in general, the AI are not very good. ChatGPT has all the hype because it is very convincing, but it does not actually know what it is talking about. Go ask ChatGPT to add up 5 multi-digit numbers and watch it fail at a task that your pocket calculator can complete in seconds. All these LLMs are doing is taking your input and spitting out a response that sounds correct based on how people usually respond to that input. In the context of a game, this means that any dynamic conversation you might have with an NPC would go flying off the rails in ways that would make a game feel broken and/or unfinished. Go watch the video in the linked article and make your own judgment.

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[-] theangriestbird@beehaw.org 2 points 5 days ago

makes sense. Epic immediately started offering in-app store software, so other companies could implement Fortnite-like stores into their own apps in a way that bypasses Apple's payment system. It's plain to see that Apple will do everything they can to stop that from happening. Services are about 25% of Apple's revenue, which means that if they lose most of that revenue stream, their profit margin is almost cut in half. Combine that with how much tariffs are going to cut into iPhone revenue, and now this is more like an existential fight for Apple.

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[-] theangriestbird@beehaw.org 2 points 6 days ago

well id is now owned by Microsoft, and Microsoft is a BDS priority target so honestly if you decide to sail the high seas for this one, I won't tell.

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theangriestbird

joined 2 years ago