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mbasho | 1 year ago

I don't understand why not just target abusive accounts. Maybe the speed running community will have to find a new home.

discuss

order

philipov|1 year ago

The big problem with this move is that it doesn't give people enough time to migrate, and they can't make new highlights while they struggle to download upwards of 3000 hours (in the multiple terabytes) of old video, at the same time as hundreds or thousands of other partners doing the same thing.

This affects far more people at a much higher scale than Twitch will admit, and the deadline given isn't enough for these data transfers to complete.

anon7000|1 year ago

It literally says it doesn’t apply to past streams?

jsheard|1 year ago

Isn't that exactly what they're doing? You have to draw the line for abuse somewhere, and they've drawn it at 100 hours.

ctrl-j|1 year ago

There are playthroughs of single games that are more than 100 hours. Even if you're only playing "short" games, you're looking at 6-10 hours, which means you only give your audience a library of 10-15 vods? Average games are 20-40, so 5?

Vod viewing on twitch is also a pain, ads every 10 minutes, buggy playback, and vods don't play in order.

What's going to happen is anyone currently storing their playthroughs on twitch is now going to export to youtube. So I guess they want youtube to get the ad rev.

krykp|1 year ago

I would prefer views, to be honest. For example if some arbitrary content is stored for 2 months without anyone ever watching it, that feels reasonable for me to remove it, no one is watching it. Some video that is actually serving a purpose being culled just because of the arbitrary hour limit feels to me, a less reasonable stance.

In practice though I doubt this makes a huge difference either way, the vast majority of the people that can have noticeable amount of views on such already have their YouTube channels or other venues they are also making money from.

Dylan16807|1 year ago

100 hours is way too small to represent abuse of the system.

Highlight one hour per week, or even half an hour per week, and you'll fly right over that limit.

bhickey|1 year ago

I don't think this will impact speedrunning much:

> This won’t apply to Past Broadcasts (VODs) or clips.

cbhl|1 year ago

On Twitch, Past Broadcasts (VODs) are already deleted after 60 days.

If you see a video-on-demand that is older than that, then that is an “upload” and not a “VOD” and thus is in-scope.

bakugo|1 year ago

Twitch only stores Past Broadcasts for 2 months before they're automatically deleted. If you want to keep them past the 2 months, you have to convert them into Highlights, which are affected.

So yes, this will absolutely affect the speedrunning community, and anyone else who has been using this method to archive old streams.

bob1029|1 year ago

> the speed running community

I was under the impression that the principal objective of speed running was to get things done quickly. You should be able to fit a lot of valuable information within the quota if you are any good at it.

emacsen|1 year ago

This comes from a misunderstanding of what speedrunning is.

It's not merely doing something quickly; it's more akin to a sport.

The objective of speedrunning is to perform something you would do in a game in a record time, or it's now been somewhat expanded to sometimes include or mean some extraordinary feat in a game that may not be directly related to speed.

A speedrun of a game might mean to complete a game that would normally take months in (for example) "only 10 hours", in which case the speedrunner needs to be live for those ten hours. A recording is not an acceptable substitute due to issues of cheating[1].

Even if a speedrun is only two hours, a speedrunner may need to play the same game four, five, or twelve times in order to achieve their objective. They could be playing for an hour and fifty minutes only to have the entire run ruined by a mistake, or even just a random game event.

[1] It's still possible to cheat live, but it's more complicated, more challenging, and there's a greater likelihood of being caught.

Capricorn2481|1 year ago

Not really. That's like saying a wrestler is only in the match for a few minutes so why do they need all of that training.

Speedrunners are often playing the game or parts of the game hundreds of times. And they're usually performing techniques that take lots of precision and therefore lots of practice.

So they stream it all, documenting their attempts and trying new strategies in front of a live audience. They produce so much comment that there are YouTube channels that make documentaries about different speedrunners.

genewitch|1 year ago

one of the only long speedruns i ever watched was the ~28 hour Red Dead Redemption 2 speedrun. these are called like no-glitch any% runs, meaning no sidestepping content in a way that isn't intended (eg in gta using an ambulance to get over the gated walls). So "the fastest a game can be played from beginning to end credits, normally."

These are different than the glitch any% runs, which, for example, Fallout 4 is something like 34 seconds, you do something to fall through the ground and then run to a specific place and it triggers the <no spoilers>, end credits roll.

EfficientDude|1 year ago

Speedrunning is mostly cheaters using combinations of emulation, save states, etc. I don't think speedrunners actually speedrun on unmodified consoles in one go at all these days. Of course back in the day anything other than playing on a console attached to a TV would have been considered cheating and gotten you thrown out of the community.

genewitch|1 year ago

tomorrow evening around 5AM UTC i will try to have a "Show HN: Seamlessly move your VOD from twitch to youtube (or...)" there is a youtube-uploader (or was) that i've used in the past for unattended uploads. yt-dlp <twitch vod uri> | youtube-upload

I'm gunna charge $1000 a month with no free tier.

edit: oh well https://github.com/Zibbp/ganymede