#computer billing software
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neelgupta108 · 6 days ago
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Buy TallyPrime in MENA – Simplify Your Business Operations Today
Looking to buy Tally in the MENA region? Whether you're running a startup, SME, or large enterprise, TallyPrime offers a powerful and easy-to-use business management software tailored for MENA businesses. From accounting and inventory to VAT compliance and payroll, TallyPrime helps you streamline all key operations with one trusted platform.
Buying Tally in MENA is more than a software purchase—it’s an investment in business efficiency and regulatory peace of mind. With country-specific features and support for multiple currencies, languages, and tax structures (including UAE VAT and Saudi Arabia e-invoicing), Tally adapts to your local compliance needs effortlessly.
The process to get started is simple: select the right Tally license for your business, choose between online or on-premise deployment, and get support from authorized partners near you. Whether you're upgrading or starting fresh, you’ll benefit from quick implementation, data security, and unmatched scalability.
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hotriker · 3 months ago
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My sexy boy genius.
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arconinternet · 2 months ago
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R.E.M. Monster Interactive Kit (Windows 3.1, Tom Recchion, Cecil Juanarena & Greg Fiering, 1994)
A promotional floppy disk with the feel of a 90's multimedia CD-ROM. You can run in it your browser here. May run slowly in Firefox.
For more Migraine Boy adventures, see this borrowable comics collection, these underground comics, and these animated shorts from MTV.
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novelistparty · 1 month ago
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my ideal number of computers at home is perhaps three one for professional work, one for general life and household things, one for fun projects I'd prefer only two but the demands and timescales of professional work mean it doesn't mix well with the other domains
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nando161mando · 1 year ago
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Microsoft cares about your privacy.
But, we share your data with 728 partners.
How about Not sharing the data for privacy.
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billingsoftwarenammabilling · 2 months ago
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donotdestroy · 3 months ago
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"Gates announced on Thursday that he now plans to distribute “virtually all” of his wealth — around $200 billion, he estimates — within the next 20 years, before shuttering the foundation on December 31, 2045."
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lerios · 2 months ago
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hoorayyy thank you <333 it's only mint so hopefully it shouldn't be too bad, but i'll keep you in mind
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helpitsolution · 1 year ago
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for school collage and billing systme
INDIAS BOTTOM PRICE
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margbooks · 1 year ago
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Choose the Right Cloud Billing Software for Your Unique Business Needs
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Are you looking to streamline your cloud billing software processes and take your business to the next level? Say hello to cloud billing software! In this guide, we'll dive deep into the world of cloud billing software, exploring what it is, why it's essential for businesses today, and how you can choose the perfect solution for your unique needs. Whether you're a small startup or a large enterprise, finding the right cloud billing software can make all the difference in managing your finances efficiently.
What is cloud billing software?
Let's start with the basics. Cloud billing software, also known as online billing software, is a digital solution that allows businesses to automate their billing processes and manage invoices, payments, and subscriptions online. Instead of relying on traditional paper-based methods or standalone software installed on individual computers, cloud billing software operates entirely in the cloud, accessible from any internet-connected device.
Why is Cloud Billing Software Essential?
Nowadays, businesses operate in a fast-paced digital environment where agility and efficiency are paramount. Manual billing processes not only consume valuable time and resources but also increase the risk of errors. Cloud billing software streamlines these processes, automating repetitive tasks and providing real-time insights into your financial health.
Identify Your Business Needs: Before diving into the world of cloud billing software, take some time to identify your business's specific requirements. Do you need basic invoicing features, or do you require more advanced functionality like recurring billing and subscription management?
Evaluate Features and Functionality: Not all cloud billing software is created equal. Take the time to evaluate different solutions and compare their features and functionality. Look for key features such as customizable invoicing templates, automated payment reminders, and integration with other business tools.
Consider Scalability: As your business grows, so will your billing needs. Choose a cloud billing software that can scale with your business, accommodating an increasing number of customers, transactions, and billing complexities.
Ensure Security and Compliance: Protecting your sensitive financial data should be a top priority. Choose a cloud billing software provider that prioritizes security and compliance, offering features like data encryption, regular security updates, and compliance with industry regulations such as GDPR and PCI DSS.
Factor in Pricing and Affordability: While cost shouldn't be the only factor in your decision, it's essential to choose a cloud billing software solution that fits within your budget. Consider factors such as pricing plans, billing frequency, and any additional fees for extra features or support.
Conclusion:
In conclusion, choosing the right cloud billing software is essential for optimizing your billing processes and ensuring the financial health of your business. By following the steps outlined in this guide and considering factors such as your business needs, features and functionality, scalability, security and compliance, and pricing and affordability, you can find the perfect solution to meet your unique business needs. Whether you're a freelancer, a small startup, or a large enterprise, cloud billing software can revolutionize the way you manage your finances, saving you time, money, and headaches in the process.
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neelgupta108 · 3 months ago
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Advanced Computer Billing Software for UAE Businesses
Businesses in the UAE implement computer billing software to automate invoicing, manage transactions efficiently, and ensure VAT compliance, streamlining their billing process with accuracy.
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abiodun-360degree · 1 year ago
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WINDOWS OF OPPORTUNITY AT MICROSOFT
For example, an interview may ask an applicant how much water flows per hour through the Mississippi River on a daily basis, or why manhole covers are round. The interviewees are not looking for correct answers so much as they want to see how the
If you think about it for just a minute, it’s pretty easy to see why Microsoft believes that people are its most important asset. Unlike other companies industries that sell hardware, Microsoft focuses on software. And as Bill Gates, the company’s CEO, put it, Software is “Packaged intelligence”. The program, algorithms, and applications that make Microsoft does a darred good job of recruiting…
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mostlysignssomeportents · 9 months ago
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The US Copyright Office frees the McFlurry
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I'll be in TUCSON, AZ from November 8-10: I'm the GUEST OF HONOR at the TUSCON SCIENCE FICTION CONVENTION.
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I have spent a quarter century obsessed with the weirdest corner of the weirdest section of the worst internet law on the US statute books: Section 1201 of the Digital Millennium Copyright Act, the 1998 law that makes it a felony to help someone change how their own computer works so it serves them, rather than a distant corporation.
Under DMCA 1201, giving someone a tool to "bypass an access control for a copyrighted work" is a felony punishable by a 5-year prison sentence and a $500k fine – for a first offense. This law can refer to access controls for traditional copyrighted works, like movies. Under DMCA 1201, if you help someone with photosensitive epilepsy add a plug-in to the Netflix player in their browser that blocks strobing pictures that can trigger seizures, you're a felon:
https://lists.w3.org/Archives/Public/public-html-media/2017Jul/0005.html
But software is a copyrighted work, and everything from printer cartridges to car-engine parts have software in them. If the manufacturer puts an "access control" on that software, they can send their customers (and competitors) to prison for passing around tools to help them fix their cars or use third-party ink.
Now, even though the DMCA is a copyright law (that's what the "C" in DMCA stands for, after all); and even though blocking video strobes, using third party ink, and fixing your car are not copyright violations, the DMCA can still send you to prison, for a long-ass time for doing these things, provided the manufacturer designs their product so that using it the way that suits you best involves getting around an "access control."
As you might expect, this is quite a tempting proposition for any manufacturer hoping to enshittify their products, because they know you can't legally disenshittify them. These access controls have metastasized into every kind of device imaginable.
Garage-door openers:
https://pluralistic.net/2023/11/09/lead-me-not-into-temptation/#chamberlain
Refrigerators:
https://pluralistic.net/2020/06/12/digital-feudalism/#filtergate
Dishwashers:
https://pluralistic.net/2021/05/03/cassette-rewinder/#disher-bob
Treadmills:
https://pluralistic.net/2021/06/22/vapescreen/#jane-get-me-off-this-crazy-thing
Tractors:
https://pluralistic.net/2021/04/23/reputation-laundry/#deere-john
Cars:
https://pluralistic.net/2023/07/28/edison-not-tesla/#demon-haunted-world
Printers:
https://pluralistic.net/2022/08/07/inky-wretches/#epson-salty
And even printer paper:
https://pluralistic.net/2022/02/16/unauthorized-paper/#dymo-550
DMCA 1201 is the brainchild of Bruce Lehmann, Bill Clinton's Copyright Czar, who was repeatedly warned that cancerous proliferation this was the foreseeable, inevitable outcome of his pet policy. As a sop to his critics, Lehman added a largely ornamental safety valve to his law, ordering the US Copyright Office to invite submissions every three years petitioning for "use exemptions" to the blanket ban on circumventing access-controls.
I call this "ornamental" because if the Copyright Office thinks that, say, it should be legal for you to bypass an access control to use third-party ink in your printer, or a third-party app store in your phone, all they can do under DMCA 1201 is grant you the right to use a circumvention tool. But they can't give you the right to acquire that tool.
I know that sounds confusing, but that's only because it's very, very stupid. How stupid? Well, in 2001, the US Trade Representative arm-twisted the EU into adopting its own version of this law (Article 6 of the EUCD), and in 2003, Norway added the law to its lawbooks. On the eve of that addition, I traveled to Oslo to debate the minister involved:
https://pluralistic.net/2021/10/28/clintons-ghost/#felony-contempt-of-business-model
The minister praised his law, explaining that it gave blind people the right to bypass access controls on ebooks so that they could feed them to screen readers, Braille printers, and other assistive tools. OK, I said, but how do they get the software that jailbreaks their ebooks so they can make use of this exemption? Am I allowed to give them that tool?
No, the minister said, you're not allowed to do that, that would be a crime.
Is the Norwegian government allowed to give them that tool? No. How about a blind rights advocacy group? No, not them either. A university computer science department? Nope. A commercial vendor? Certainly not.
No, the minister explained, under his law, a blind person would be expected to personally reverse engineer a program like Adobe E-Reader, in hopes of discovering a defect that they could exploit by writing a program to extract the ebook text.
Oh, I said. But if a blind person did manage to do this, could they supply that tool to other blind people?
Well, no, the minister said. Each and every blind person must personally – without any help from anyone else – figure out how to reverse-engineer the ebook program, and then individually author their own alternative reader program that worked with the text of their ebooks.
That is what is meant by a use exemption without a tools exemption. It's useless. A sick joke, even.
The US Copyright Office has been valiantly holding exemptions proceedings every three years since the start of this century, and they've granted many sensible exemptions, including ones to benefit people with disabilities, or to let you jailbreak your phone, or let media professors extract video clips from DVDs, and so on. Tens of thousands of person-hours have been flushed into this pointless exercise, generating a long list of things you are now technically allowed to do, but only if you are a reverse-engineering specialist type of computer programmer who can manage the process from beginning to end in total isolation and secrecy.
But there is one kind of use exception the Copyright Office can grant that is potentially game-changing: an exemption for decoding diagnostic codes.
You see, DMCA 1201 has been a critical weapon for the corporate anti-repair movement. By scrambling error codes in cars, tractors, appliances, insulin pumps, phones and other devices, manufacturers can wage war on independent repair, depriving third-party technicians of the diagnostic information they need to figure out how to fix your stuff and keep it going.
This is bad enough in normal times, but during the acute phase of the covid pandemic, hospitals found themselves unable to maintain their ventilators because of access controls. Nearly all ventilators come from a single med-tech monopolist, Medtronic, which charges hospitals hundreds of dollars to dispatch their own repair technicians to fix its products. But when covid ended nearly all travel, Medtronic could no longer provide on-site calls. Thankfully, an anonymous hacker started building homemade (illegal) circumvention devices to let hospital technicians fix the ventilators themselves, improvising housings for them from old clock radios, guitar pedals and whatever else was to hand, then mailing them anonymously to hospitals:
https://pluralistic.net/2020/07/10/flintstone-delano-roosevelt/#medtronic-again
Once a manufacturer monopolizes repair in this way, they can force you to use their official service depots, charging you as much as they'd like; requiring you to use their official, expensive replacement parts; and dictating when your gadget is "too broken to fix," forcing you to buy a new one. That's bad enough when we're talking about refusing to fix a phone so you buy a new one – but imagine having a spinal injury and relying on a $100,000 exoskeleton to get from place to place and prevent muscle wasting, clots, and other immobility-related conditions, only to have the manufacturer decide that the gadget is too old to fix and refusing to give you the technical assistance to replace a watch battery so that you can get around again:
https://www.theverge.com/2024/9/26/24255074/former-jockey-michael-straight-exoskeleton-repair-battery
When the US Copyright Office grants a use exemption for extracting diagnostic codes from a busted device, they empower repair advocates to put that gadget up on a workbench and torture it into giving up those codes. The codes can then be integrated into an unofficial diagnostic tool, one that can make sense of the scrambled, obfuscated error codes that a device sends when it breaks – without having to unscramble them. In other words, only the company that makes the diagnostic tool has to bypass an access control, but the people who use that tool later do not violate DMCA 1201.
This is all relevant this month because the US Copyright Office just released the latest batch of 1201 exemptions, and among them is the right to circumvent access controls "allowing for repair of retail-level food preparation equipment":
https://publicknowledge.org/public-knowledge-ifixit-free-the-mcflurry-win-copyright-office-dmca-exemption-for-ice-cream-machines/
While this covers all kinds of food prep gear, the exemption request – filed by Public Knowledge and Ifixit – was inspired by the bizarre war over the tragically fragile McFlurry machine. These machines – which extrude soft-serve frozen desserts – are notoriously failure-prone, with 5-16% of them broken at any given time. Taylor, the giant kitchen tech company that makes the machines, charges franchisees a fortune to repair them, producing a steady stream of profits for the company.
This sleazy business prompted some ice-cream hackers to found a startup called Kytch, a high-powered automation and diagnostic tool that was hugely popular with McDonald's franchisees (the gadget was partially designed by the legendary hardware hacker Andrew "bunnie" Huang!).
In response, Taylor played dirty, making a less-capable clone of the Kytch, trying to buy Kytch out, and teaming up with McDonald's corporate to bombard franchisees with legal scare-stories about the dangers of using a Kytch to keep their soft-serve flowing, thanks to DMCA 1201:
https://pluralistic.net/2021/04/20/euthanize-rentier-enablers/#cold-war
Kytch isn't the only beneficiary of the new exemption: all kinds of industrial kitchen equipment is covered. In upholding the Right to Repair, the Copyright Office overruled objections of some of its closest historical allies, the Entertainment Software Association, Motion Picture Association, and Recording Industry Association of America, who all sided with Taylor and McDonald's and opposed the exemption:
https://arstechnica.com/tech-policy/2024/10/us-copyright-office-frees-the-mcflurry-allowing-repair-of-ice-cream-machines/
This is literally the only useful kind of DMCA 1201 exemption the Copyright Office can grant, and the fact that they granted it (along with a similar exemption for medical devices) is a welcome bright spot. But make no mistake, the fact that we finally found a narrow way in which DMCA 1201 can be made slightly less stupid does not redeem this outrageous law. It should still be repealed and condemned to the scrapheap of history.
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Tor Books as just published two new, free LITTLE BROTHER stories: VIGILANT, about creepy surveillance in distance education; and SPILL, about oil pipelines and indigenous landback.
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If you'd like an essay-formatted version of this post to read or share, here's a link to it on pluralistic.net, my surveillance-free, ad-free, tracker-free blog:
https://pluralistic.net/2024/10/28/mcbroken/#my-milkshake-brings-all-the-lawyers-to-the-yard
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Image: Cryteria (modified) https://commons.wikimedia.org/wiki/File:HAL9000.svg
CC BY 3.0 https://creativecommons.org/licenses/by/3.0/deed.en
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treasure-mimic · 2 years ago
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So, let me try and put everything together here, because I really do think it needs to be talked about.
Today, Unity announced that it intends to apply a fee to use its software. Then it got worse.
For those not in the know, Unity is the most popular free to use video game development tool, offering a basic version for individuals who want to learn how to create games or create independently alongside paid versions for corporations or people who want more features. It's decent enough at this job, has issues but for the price point I can't complain, and is the idea entry point into creating in this medium, it's a very important piece of software.
But speaking of tools, the CEO is a massive one. When he was the COO of EA, he advocated for using, what out and out sounds like emotional manipulation to coerce players into microtransactions.
"A consumer gets engaged in a property, they might spend 10, 20, 30, 50 hours on the game and then when they're deep into the game they're well invested in it. We're not gouging, but we're charging and at that point in time the commitment can be pretty high."
He also called game developers who don't discuss monetization early in the planning stages of development, quote, "fucking idiots".
So that sets the stage for what might be one of the most bald-faced greediest moves I've seen from a corporation in a minute. Most at least have the sense of self-preservation to hide it.
A few hours ago, Unity posted this announcement on the official blog.
Effective January 1, 2024, we will introduce a new Unity Runtime Fee that’s based on game installs. We will also add cloud-based asset storage, Unity DevOps tools, and AI at runtime at no extra cost to Unity subscription plans this November. We are introducing a Unity Runtime Fee that is based upon each time a qualifying game is downloaded by an end user. We chose this because each time a game is downloaded, the Unity Runtime is also installed. Also we believe that an initial install-based fee allows creators to keep the ongoing financial gains from player engagement, unlike a revenue share.
Now there are a few red flags to note in this pitch immediately.
Unity is planning on charging a fee on all games which use its engine.
This is a flat fee per number of installs.
They are using an always online runtime function to determine whether a game is downloaded.
There is just so many things wrong with this that it's hard to know where to start, not helped by this FAQ which doubled down on a lot of the major issues people had.
I guess let's start with what people noticed first. Because it's using a system baked into the software itself, Unity would not be differentiating between a "purchase" and a "download". If someone uninstalls and reinstalls a game, that's two downloads. If someone gets a new computer or a new console and downloads a game already purchased from their account, that's two download. If someone pirates the game, the studio will be asked to pay for that download.
Q: How are you going to collect installs? A: We leverage our own proprietary data model. We believe it gives an accurate determination of the number of times the runtime is distributed for a given project. Q: Is software made in unity going to be calling home to unity whenever it's ran, even for enterprice licenses? A: We use a composite model for counting runtime installs that collects data from numerous sources. The Unity Runtime Fee will use data in compliance with GDPR and CCPA. The data being requested is aggregated and is being used for billing purposes. Q: If a user reinstalls/redownloads a game / changes their hardware, will that count as multiple installs? A: Yes. The creator will need to pay for all future installs. The reason is that Unity doesn’t receive end-player information, just aggregate data. Q: What's going to stop us being charged for pirated copies of our games? A: We do already have fraud detection practices in our Ads technology which is solving a similar problem, so we will leverage that know-how as a starting point. We recognize that users will have concerns about this and we will make available a process for them to submit their concerns to our fraud compliance team.
This is potentially related to a new system that will require Unity Personal developers to go online at least once every three days.
Starting in November, Unity Personal users will get a new sign-in and online user experience. Users will need to be signed into the Hub with their Unity ID and connect to the internet to use Unity. If the internet connection is lost, users can continue using Unity for up to 3 days while offline. More details to come, when this change takes effect.
It's unclear whether this requirement will be attached to any and all Unity games, though it would explain how they're theoretically able to track "the number of installs", and why the methodology for tracking these installs is so shit, as we'll discuss later.
Unity claims that it will only leverage this fee to games which surpass a certain threshold of downloads and yearly revenue.
Only games that meet the following thresholds qualify for the Unity Runtime Fee: Unity Personal and Unity Plus: Those that have made $200,000 USD or more in the last 12 months AND have at least 200,000 lifetime game installs. Unity Pro and Unity Enterprise: Those that have made $1,000,000 USD or more in the last 12 months AND have at least 1,000,000 lifetime game installs.
They don't say how they're going to collect information on a game's revenue, likely this is just to say that they're only interested in squeezing larger products (games like Genshin Impact and Honkai: Star Rail, Fate Grand Order, Among Us, and Fall Guys) and not every 2 dollar puzzle platformer that drops on Steam. But also, these larger products have the easiest time porting off of Unity and the most incentives to, meaning realistically those heaviest impacted are going to be the ones who just barely meet this threshold, most of them indie developers.
Aggro Crab Games, one of the first to properly break this story, points out that systems like the Xbox Game Pass, which is already pretty predatory towards smaller developers, will quickly inflate their "lifetime game installs" meaning even skimming the threshold of that 200k revenue, will be asked to pay a fee per install, not a percentage on said revenue.
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[IMAGE DESCRIPTION: Hey Gamers!
Today, Unity (the engine we use to make our games) announced that they'll soon be taking a fee from developers for every copy of the game installed over a certain threshold - regardless of how that copy was obtained.
Guess who has a somewhat highly anticipated game coming to Xbox Game Pass in 2024? That's right, it's us and a lot of other developers.
That means Another Crab's Treasure will be free to install for the 25 million Game Pass subscribers. If a fraction of those users download our game, Unity could take a fee that puts an enormous dent in our income and threatens the sustainability of our business.
And that's before we even think about sales on other platforms, or pirated installs of our game, or even multiple installs by the same user!!!
This decision puts us and countless other studios in a position where we might not be able to justify using Unity for our future titles. If these changes aren't rolled back, we'll be heavily considering abandoning our wealth of Unity expertise we've accumulated over the years and starting from scratch in a new engine. Which is really something we'd rather not do.
On behalf of the dev community, we're calling on Unity to reverse the latest in a string of shortsighted decisions that seem to prioritize shareholders over their product's actual users.
I fucking hate it here.
-Aggro Crab - END DESCRIPTION]
That fee, by the way, is a flat fee. Not a percentage, not a royalty. This means that any games made in Unity expecting any kind of success are heavily incentivized to cost as much as possible.
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[IMAGE DESCRIPTION: A table listing the various fees by number of Installs over the Install Threshold vs. version of Unity used, ranging from $0.01 to $0.20 per install. END DESCRIPTION]
Basic elementary school math tells us that if a game comes out for $1.99, they will be paying, at maximum, 10% of their revenue to Unity, whereas jacking the price up to $59.99 lowers that percentage to something closer to 0.3%. Obviously any company, especially any company in financial desperation, which a sudden anchor on all your revenue is going to create, is going to choose the latter.
Furthermore, and following the trend of "fuck anyone who doesn't ask for money", Unity helpfully defines what an install is on their main site.
While I'm looking at this page as it exists now, it currently says
The installation and initialization of a game or app on an end user’s device as well as distribution via streaming is considered an “install.” Games or apps with substantially similar content may be counted as one project, with installs then aggregated to calculate the Unity Runtime Fee.
However, I saw a screenshot saying something different, and utilizing the Wayback Machine we can see that this phrasing was changed at some point in the few hours since this announcement went up. Instead, it reads:
The installation and initialization of a game or app on an end user’s device as well as distribution via streaming or web browser is considered an “install.” Games or apps with substantially similar content may be counted as one project, with installs then aggregated to calculate the Unity Runtime Fee.
Screenshot for posterity:
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That would mean web browser games made in Unity would count towards this install threshold. You could legitimately drive the count up simply by continuously refreshing the page. The FAQ, again, doubles down.
Q: Does this affect WebGL and streamed games? A: Games on all platforms are eligible for the fee but will only incur costs if both the install and revenue thresholds are crossed. Installs - which involves initialization of the runtime on a client device - are counted on all platforms the same way (WebGL and streaming included).
And, what I personally consider to be the most suspect claim in this entire debacle, they claim that "lifetime installs" includes installs prior to this change going into effect.
Will this fee apply to games using Unity Runtime that are already on the market on January 1, 2024? Yes, the fee applies to eligible games currently in market that continue to distribute the runtime. We look at a game's lifetime installs to determine eligibility for the runtime fee. Then we bill the runtime fee based on all new installs that occur after January 1, 2024.
Again, again, doubled down in the FAQ.
Q: Are these fees going to apply to games which have been out for years already? If you met the threshold 2 years ago, you'll start owing for any installs monthly from January, no? (in theory). It says they'll use previous installs to determine threshold eligibility & then you'll start owing them for the new ones. A: Yes, assuming the game is eligible and distributing the Unity Runtime then runtime fees will apply. We look at a game's lifetime installs to determine eligibility for the runtime fee. Then we bill the runtime fee based on all new installs that occur after January 1, 2024.
That would involve billing companies for using their software before telling them of the existence of a bill. Holding their actions to a contract that they performed before the contract existed!
Okay. I think that's everything. So far.
There is one thing that I want to mention before ending this post, unfortunately it's a little conspiratorial, but it's so hard to believe that anyone genuinely thought this was a good idea that it's stuck in my brain as a significant possibility.
A few days ago it was reported that Unity's CEO sold 2,000 shares of his own company.
On September 6, 2023, John Riccitiello, President and CEO of Unity Software Inc (NYSE:U), sold 2,000 shares of the company. This move is part of a larger trend for the insider, who over the past year has sold a total of 50,610 shares and purchased none.
I would not be surprised if this decision gets reversed tomorrow, that it was literally only made for the CEO to short his own goddamn company, because I would sooner believe that this whole thing is some idiotic attempt at committing fraud than a real monetization strategy, even knowing how unfathomably greedy these people can be.
So, with all that said, what do we do now?
Well, in all likelihood you won't need to do anything. As I said, some of the biggest names in the industry would be directly affected by this change, and you can bet your bottom dollar that they're not just going to take it lying down. After all, the only way to stop a greedy CEO is with a greedier CEO, right?
(I fucking hate it here.)
And that's not mentioning the indie devs who are already talking about abandoning the engine.
[Links display tweets from the lead developer of Among Us saying it'd be less costly to hire people to move the game off of Unity and Cult of the Lamb's official twitter saying the game won't be available after January 1st in response to the news.]
That being said, I'm still shaken by all this. The fact that Unity is openly willing to go back and punish its developers for ever having used the engine in the past makes me question my relationship to it.
The news has given rise to the visibility of free, open source alternative Godot, which, if you're interested, is likely a better option than Unity at this point. Mostly, though, I just hope we can get out of this whole, fucking, environment where creatives are treated as an endless mill of free profits that's going to be continuously ratcheted up and up to drive unsustainable infinite corporate growth that our entire economy is based on for some fuckin reason.
Anyways, that's that, I find having these big posts that break everything down to be helpful.
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jadeharleyinc · 7 months ago
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the scale of AI's ecological footprint
standalone version of my response to the following:
"you need soulless art? [...] why should you get to use all that computing power and electricity to produce some shitty AI art? i don’t actually think you’re entitled to consume those resources." "i think we all deserve nice things. [...] AI art is not a nice thing. it doesn’t meaningfully contribute to us thriving and the cost in terms of energy use [...] is too fucking much. none of us can afford to foot the bill." "go watch some tv show or consume some art that already exists. […] you know what’s more environmentally and economically sustainable […]? museums. galleries. being in nature."
you can run free and open source AI art programs on your personal computer, with no internet connection. this doesn't require much more electricity than running a resource-intensive video game on that same computer. i think it's important to consume less. but if you make these arguments about AI, do you apply them to video games too? do you tell Fortnite players to play board games and go to museums instead?
speaking of museums: if you drive 3 miles total to a museum and back home, you have consumed more energy and created more pollution than generating AI images for 24 hours straight (this comes out to roughly 1400 AI images). "being in nature" also involves at least this much driving, usually. i don't think these are more environmentally-conscious alternatives.
obviously, an AI image model costs energy to train in the first place, but take Stable Diffusion v2 as an example: it took 40,000 to 60,000 kWh to train. let's go with the upper bound. if you assume ~125g of CO2 per kWh, that's ~7.5 tons of CO2. to put this into perspective, a single person driving a single car for 12 months emits 4.6 tons of CO2. meanwhile, for example, the creation of a high-budget movie emits 2840 tons of CO2.
is the carbon cost of a single car being driven for 20 months, or 1/378th of a Marvel movie, worth letting anyone with a mid-end computer, anywhere, run free offline software that consumes a gaming session's worth of electricity to produce hundreds of images? i would say yes. in a heartbeat.
even if you see creating AI images as "less soulful" than consuming Marvel/Fortnite content, it's undeniably "more useful" to humanity as a tool. not to mention this usefulness includes reducing the footprint of creating media. AI is more environment-friendly than human labor on digital creative tasks, since it can get a task done with much less computer usage, doesn't commute to work, and doesn't eat.
and speaking of eating, another comparison: if you made an AI image program generate images non-stop for every second of every day for an entire year, you could offset your carbon footprint by… eating 30% less beef and lamb. not pork. not even meat in general. just beef and lamb.
the tech industry is guilty of plenty of horrendous stuff. but when it comes to the individual impact of AI, saying "i don’t actually think you’re entitled to consume those resources. do you need this? is this making you thrive?" to an individual running an AI program for 45 minutes a day per month is equivalent to questioning whether that person is entitled to a single 3 mile car drive once per month or a single meatball's worth of beef once per month. because all of these have the same CO2 footprint.
so yeah. i agree, i think we should drive less, eat less beef, stream less video, consume less. but i don't think we should tell people "stop using AI programs, just watch a TV show, go to a museum, go hiking, etc", for the same reason i wouldn't tell someone "stop playing video games and play board games instead". i don't think this is a productive angle.
(sources and number-crunching under the cut.)
good general resource: GiovanH's article "Is AI eating all the energy?", which highlights the negligible costs of running an AI program, the moderate costs of creating an AI model, and the actual indefensible energy waste coming from specific companies deploying AI irresponsibly.
CO2 emissions from running AI art programs: a) one AI image takes 3 Wh of electricity. b) one AI image takes 1mn in, for example, Midjourney. c) so if you create 1 AI image per minute for 24 hours straight, or for 45 minutes per day for a month, you've consumed 4.3 kWh. d) using the UK electric grid through 2024 as an example, the production of 1 kWh releases 124g of CO2. therefore the production of 4.3 kWh releases 533g (~0.5 kg) of CO2.
CO2 emissions from driving your car: cars in the EU emit 106.4g of CO2 per km. that's 171.19g for 1 mile, or 513g (~0.5 kg) for 3 miles.
costs of training the Stable Diffusion v2 model: quoting GiovanH's article linked in 1. "Generative models go through the same process of training. The Stable Diffusion v2 model was trained on A100 PCIe 40 GB cards running for a combined 200,000 hours, which is a specialized AI GPU that can pull a maximum of 300 W. 300 W for 200,000 hours gives a total energy consumption of 60,000 kWh. This is a high bound that assumes full usage of every chip for the entire period; SD2’s own carbon emission report indicates it likely used significantly less power than this, and other research has shown it can be done for less." at 124g of CO2 per kWh, this comes out to 7440 kg.
CO2 emissions from red meat: a) carbon footprint of eating plenty of red meat, some red meat, only white meat, no meat, and no animal products the difference between a beef/lamb diet and a no-beef-or-lamb diet comes down to 600 kg of CO2 per year. b) Americans consume 42g of beef per day. this doesn't really account for lamb (egads! my math is ruined!) but that's about 1.2 kg per month or 15 kg per year. that single piece of 42g has a 1.65kg CO2 footprint. so our 3 mile drive/4.3 kWh of AI usage have the same carbon footprint as a 12g piece of beef. roughly the size of a meatball [citation needed].
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paper-mario-wiki · 11 months ago
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wait so how did you get a "boring" office job? did you have to go to college or did you just apply for basic stuff and work your way up from there?
it was 100% through connections.
i mean, i actually GOT the job and have been able to KEEP the job because i'm smart and capable and good at doing things and have made the company a lot of money, but if i didn't know the right people i would not have even had a chance at it, and it would be disingenuous of me to pretend otherwise.
most of the moment-to-moment skills i use for clerical work (the majority of my job) i gained in highschool through my fascination with computers + all of the programming and software classes i took.
the business and accounting classes i took in university primed me for a basic understanding of how to run a company (or at least how to manage one, as my exact title is "Business Manager"), and all of my anthropology and sociology studies have given me a pretty keen insight for communication, which comes in major handy in a corporate setting. i was able to latch onto Corpo Speak pretty quickly, which has proven to be an indispensable skill (if a bit soul-sucking to utilize).
i got this job after receiving 0 work or callbacks from Indeed after applying to dozens of jobs over several months, which is a very difficult idea to reconcile with for me. i feel like im pretty capable, but apparently people whose job it is to give other people jobs don't agree. in spite of this, in 2 years ive generated hundreds of thousands of dollars of revenue for the company that decided to hire me because the owner saw me down on my luck and wanted to give me a break.
so i have to wonder, are we stupid, or are the companies stupid?
it's the companies. ive seen it firsthand. with this job, i go to business events and meet some of the most gullible people ive ever come across, and they're all CEOs.
they're so ravenously shortsighted with regards to their quarterly profit margins that they'd chase a 5 dollar bill the wind blew off a cliff for their shareholders. or more accurately, they'd push one of their minimum wage workers off the cliff to grab it.
because of that shortsightedness, conditions are getting worse, employment terms are becoming shorter, companies are shuttering left and right, pays are stagnant or lowering, and the growing number of people this inhuman greed affects are becoming more and more restless.
if you can't get a job in 2024, there's a very good chance it's not your fault. you shouldn't give up (unfortunately for now we still need to earn money to live in society), but try not to forget that.
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