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Cake day: February 4th, 2026

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  • A “server” is just any computer serving up digital services through a network. It can be anything from a tiny IoT device (Raspberry Pis are/were popular amongst hobbyists) to a huge expensive specialized computer sitting in a data center rack, or really all the way to super custom hardware. The “what” is way less important than the “why”.

    It’s all about what the server is doing. Usually, the “service” is HTTP traffic (the web/internet/etc), but it can be anything.

    It works exactly like any other computer, but of course after decades and decades of development, there is a huge variety of specialized hardware made for ‘serving’ up … all sorts of services. Specialized web servers, specialized database servers, specialized storage servers, specialized “AI” servers, etc etc etc. Many modern day services use several of these specialized devices together to provide services that can handle millions+ of users. While tying all those specialized devices together can get really complex, they’re still just computers that are really good at specific things.

    The only thing that truly defines a ‘server’ as far as hardware is concerned is how specialized/optimized the hardware is for serving up those services.




  • Massively depends on where the texture is used. If it’s for a main character that gets closeups, body and especially detailed textures can be massive and can add up fast even when compressed. Little low contrast details can definitely work fine and go unnoticed next to super hifi textures while being small themselves, though so many just make everything hifi. Bleh.

    I miss when games went for lowfi art instead of the modern deluge of AAA pseudo-cinema 100G+ games or friendslop with the art direction of a two day game jam… (obviously there are outliers, but the industry trends are disappointing lately)