The Best Coin to Mine: Your Best Altcoin Mining Choices

Console gaming is hardly different from PC gaming, and much of what people say about PC gaming to put it above console gaming is often wrong.

I’m not sure about you, but for the past few years, I’ve been hearing people go on and on about PCs "superiority" to the console market. People cite various reasons why they believe gaming on a PC is “objectively” better than console gaming, often for reasons related to power, costs, ease-of-use, and freedom.
…Only problem: much of what they say is wrong.
There are many misconceptions being thrown about PC gaming vs Console gaming, that I believe need to be addressed. This isn’t about “PC gamers being wrong,” or “consoles being the best,” absolutely not. I just want to cut through some of the stuff people use to put down console gaming, and show that console gaming is incredibly similar to PC gaming. I mean, yes, this is someone who mainly games on console, but I also am getting a new PC that I will game on as well, not to mention the 30 PC games I already own and play. I’m not particularly partial to one over the other.
Now I will mainly be focusing on the PlayStation side of the consoles, because I know it best, but much of what I say will apply to Xbox as well. Just because I don’t point out many specific Xbox examples, doesn’t mean that they aren’t out there.

“PCs can use TVs and monitors.”

This one isn’t so much of a misconception as it is the implication of one, and overall just… confusing. This is in some articles and the pcmasterrace “why choose a PC” section, where they’re practically implying that consoles can’t do this. I mean, yes, as long as the ports of your PC match up with your screen(s) inputs, you could plug a PC into either… but you could do the same with a console, again, as long as the ports match up.
I’m guessing the idea here is that gaming monitors often use Displayport, as do most dedicated GPUs, and consoles are generally restricted to HDMI… But even so, monitors often have HDMI ports. In fact, PC Magazine has just released their list of the best gaming monitors of 2017, and every single one of them has an HDMI port. A PS4 can be plugged into these just as easily as a GTX 1080.
I mean, even if the monitoTV doesn’t have HDMI or AV to connect with your console, just use an adaptor. If you have a PC with ports that doesn’t match your monitoTV… use an adapter. I don’t know what the point of this argument is, but it’s made a worrying amount of times.

“On PC, you have a wide range of controller options, but on console you’re stuck with the standard controller."

Are you on PlayStation and wish you could use a specific type of controller that suits your favorite kind of gameplay? Despite what some may believe, you have just as many options as PC.
Want to play fighting games with a classic arcade-style board, featuring the buttons and joystick? Here you go!
Want to get serious about racing and get something more accurate and immersive than a controller? Got you covered.
Absolutely crazy about flying games and, like the racers, want something better than a controller? Enjoy!
Want Wii-style motion controls? Been around since the PS3. If you prefer the form factor of the Xbox One controller but you own a PS4, Hori’s got you covered. And of course, if keyboard and mouse it what keeps you on PC, there’s a PlayStation compatible solution for that. Want to use the keyboard and mouse that you already own? Where there’s a will, there’s a way.
Of course, these aren’t isolated examples, there are plenty of options for each of these kind of controllers. You don’t have to be on PC to enjoy alternate controllers.

“On PC you could use Steam Link to play anywhere in your house and share games with others.”

PS4 Remote play app on PC/Mac, PSTV, and PS Vita.
PS Family Sharing.
Using the same PSN account on multiple PS4s/Xbox Ones and PS3s/360s, or using multiple accounts on the same console.
In fact, if multiple users are on the same PS4, only one has to buy the game for both users to play it on that one PS4. On top of that, only one of them has to have PS Plus for both to play online (if the one with PS Plus registers the PS4 as their main system).
PS4 Share Play; if two people on separate PS4s want to play a game together that only one of them owns, they can join a Party and the owner of the game can have their friend play with them in the game.
Need I say more?

“Gaming is more expensive on console.”

Part one, the Software
This is one that I find… genuinely surprising. There’s been a few times I’ve mentioned that part of the reason I chose a PS4 is for budget gaming, only to told that “games are cheaper on Steam.” To be fair, there are a few games on PSN/XBL that are more expensive than they are on Steam, so I can see how someone could believe this… but apparently they forgot about disks.
Dirt Rally, a hardcore racing sim game that’s… still $60 on all 3 platforms digitally… even though its successor is out.
So does this mean you have to pay full retail for this racing experience? Nope, because disk prices.
Just Cause 3, an insane open-world experience that could essentially be summed up as “break stuff, screw physics.” And it’s a good example of where the Steam price is lower than PSN and XBL:
Not by much, but still cheaper on Steam, so cheaper on PC… Until you look at the disk prices.
See my point? Often times the game is cheaper on console because of the disk alternative that’s available for practically every console-available game. Even when the game is brand new.
Dirt 4 - Remember that Dirt Rally successor I mentioned?
Yes, you could either buy this relatively new game digitally for $60, or just pick up the disk for a discounted price. And again, this is for a game that came out 2 months ago, and even it’s predecessor’s digital cost is locked at $60. Of course, I’m not going to ignore the fact that Dirt 4 is currently (as of writing this) discounted on Steam, but on PSN it also happens to be discounted for about the same amount.
Part 2: the Subscription
Now… let’s not ignore the elephant in the room: PS Plus and Xbox Gold. Now these would be ignorable, if they weren’t required for online play (on the PlayStation side, it’s only required for PS4, but still). So yes, it’s still something that will be included in the cost of your PS4 or Xbox One/360, assuming you play online. Bummer, right?
Here’s the thing, although that’s the case, although you have to factor in this $60 cost with your console, you can make it balance out, at worst, and make it work out for you as a budget gamer, at best. As nice as it would be to not have to deal with the price if you don’t want to, it’s not like it’s a problem if you use it correctly.
Imagine going to a new restaurant. This restaurant has some meals that you can’t get anywhere else, and fair prices compared to competitors. Only problem: you have to pay a membership fee to have the sides. Now you can have the main course, sit down and enjoy your steak or pasta, but if you want to have a side to have a full meal, you have to pay an annual fee.
Sounds shitty, right? But here’s the thing: not only does this membership allow you to have sides with your meal, but it also allows you to eat two meals for free every month, and also gives you exclusive discounts for other meals, drinks, and desserts.
Let’s look at PS Plus for a minute: for $60 per year, you get:
  • 2 free PS4 games, every month
  • 2 free PS3 games, every month
  • 1 PS4/PS3 and Vita compatible game, and 1 Vita-only game, every month
  • Exclusive/Extended discounts, especially during the weekly/seasonal sales (though you don’t need PS Plus to get sales, PS Plus members get to enjoy the best sales)
  • access to online multiplayer
So yes, you’re paying extra because of that membership, but what you get with that deal pays for it and then some. In fact, let’s ignore the discounts for a minute: you get 24 free PS4 games, 24 free PS3 games, and 12 Vita only + 12 Vita compatible games, up to 72 free games every year. Even if you only one of these consoles, that’s still 24 free games a year. Sure, maybe you get games for the month that you don’t like, then just wait until next month.
In fact, let’s look at Just Cause 3 again. It was free for PS Plus members in August, which is a pretty big deal. Why is this significant? Because it’s, again, a $60 digital game. That means with this one download, you’ve balanced out your $60 annual fee. Meaning? Every free game after that is money saved, every discount after that is money saved. And this is a trend: every year, PS Plus will release a game that balances out the entire service cost, then another 23 more that will only add icing to that budget cake. Though, you could just count games as paying off PS Plus until you hit $60 in savings, but still.
All in all, PS Plus, and Xbox Gold which offers similar options, saves you money. On top of that, again, you don't need to have these to get discounts, but with these memberships, you get more discounts.
Now, I’ve seen a few Steam games go up for free for a week, but what about being free for an entire month? Not to mention that; even if you want to talk about Steam Summer Sales, what about the PSN summer sale, or again, disc sale discounts? Now a lot of research and math would be needed to see if every console gamer would save money compared to every Steam gamer for the same games, but at the very least? The costs will balance out, at worst.
Part 3, the Systems
  • Xbox and PS2: $299
  • Xbox 360 and PS3: $299 and $499, respectively
  • Xbox One and PS4: $499 and $399, respectively.
Rounded up a few dollars, that’s $1,000 - $1,300 in day-one consoles, just to keep up with the games! Crazy right? So called budget systems, such a rip-off.
Well, keep in mind that the generations here aren’t short.
The 6th generation, from the launch of the PS2 to the launch of the next generation consoles, lasted 5 years, 6 years based on the launch of the PS3 (though you could say it was 9 or 14, since the Xbox wasn’t discontinued until 2009, and the PS2 was supported all the way to 2014, a year after the PS4 was released). The 7th gen lasted 7 - 8 years, again depending on whether you count the launch of the Xbox 360 to PS3. The 8th gen so far has lasted 4 years. That’s 17 years that the console money is spread over. If you had a Netflix subscription for it’s original $8 monthly plan for that amount of time, that would be over $1,600 total.
And let’s be fair here, just like you could upgrade your PC hardware whenever you wanted, you didn’t have to get a console from launch. Let’s look at PlayStation again for example: In 2002, only two years after its release, the PS2 retail price was cut from $300 to $200. The PS3 Slim, released 3 years after the original, was $300, $100-$200 lower than the retail cost. The PS4? You could’ve either gotten the Uncharted bundle for $350, or one of the PS4 Slim bundles for $250. This all brings it down to $750 - $850, which again, is spread over a decade and a half. This isn’t even counting used consoles, sales, or the further price cuts that I didn’t mention.
Even if that still sounds like a lot of money to you, even if you’re laughing at the thought of buying new systems every several years, because your PC “is never obsolete,” tell me: how many parts have you changed out in your PC over the years? How many GPUs have you been through? CPUs? Motherboards? RAM sticks, monitors, keyboards, mice, CPU coolers, hard drives— that adds up. You don’t need to replace your entire system to spend a lot of money on hardware.
Even if you weren’t upgrading for the sake of upgrading, I’d be amazed if the hardware you’ve been pushing by gaming would last for about 1/3 of that 17 year period. Computer parts aren’t designed to last forever, and really won’t when you’re pushing them with intensive gaming for hours upon hours. Generally speaking, your components might last you 6-8 years, if you’ve got the high-end stuff. But let’s assume you bought a system 17 years ago that was a beast for it’s time, something so powerful, that even if it’s parts have degraded over time, it’s still going strong. Problem is: you will have to upgrade something eventually.
Even if you’ve managed to get this far into the gaming realm with the same 17 year old hardware, I’m betting you didn’t do it with a 17 year Operating System. How much did Windows 7 cost you? Or 8.1? Or 10? Oh, and don’t think you can skirt the cost by getting a pre-built system, the cost of Windows is embedded into the cost of the machine (why else would Microsoft allow their OS to go on so many machines).
Sure, Windows 10 was a free upgrade for a year, but that’s only half of it’s lifetime— You can’t get it for free now, and not for the past year. On top of that, the free period was an upgrade; you had to pay for 7 or 8 first anyway.
Point is, as much as one would like to say that they didn’t need to buy a new system every so often for the sake of gaming, that doesn’t mean they haven’t been paying for hardware, and even if they’ve only been PC gaming recently, you’ll be spending money on hardware soon enough.

“PC is leading the VR—“

Let me stop you right there.
If you add together the total number of Oculus Rifts and HTC Vives sold to this day, and threw in another 100,000 just for the sake of it, that number would still be under the number of PSVR headsets sold.
Why could this possibly be? Well, for a simple reason: affordability. The systems needed to run the PC headsets costs $800+, and the headsets are $500 - $600, when discounted. PSVR on the other hand costs $450 for the full bundle (headset, camera, and move controllers, with a demo disc thrown in), and can be played on either a $250 - $300 console, or a $400 console, the latter recommended. Even if you want to say that the Vive and Rift are more refined, a full PSVR set, system and all, could cost just over $100 more than a Vive headset alone.
If anything, PC isn’t leading the VR gaming market, the PS4 is. It’s the system bringing VR to the most consumers, showing them what the future of gaming could look like. Not to mention that as the PlayStation line grows more powerful (4.2 TFLOP PS4 Pro, 10 TFLOP “PS5…”), it won’t be long until the PlayStation line can use the same VR games as PC.
Either way, this shows that there is a console equivalent to the PC VR options. Sure, there are some games you'd only be able to play on PC, but there are also some games you'd only be able to play on PSVR.
…Though to be fair, if we’re talking about VR in general, these headsets don’t even hold a candle to, surprisingly, Gear VR.

“If it wasn’t for consoles holding devs back, then they would be able to make higher quality games.”

This one is based on the idea that because of how “low spec” consoles are, that when a developer has to take them in mind, then they can’t design the game to be nearly as good as it would be otherwise. I mean, have you ever seen the minimum specs for games on Steam?
GTA V
  • CPU: Intel Core 2 Quad CPU Q6600 @ 2.40GHz (4 CPUs) / AMD Phenom 9850 Quad-Core Processor (4 CPUs) @ 2.5GHz
  • Memory: 4 GB RAM
  • GPU: NVIDIA 9800 GT 1GB / AMD HD 4870 1GB (DX 10, 10.1, 11)
Just Cause 3
  • CPU: Intel Core i5-2500k, 3.3GHz / AMD Phenom II X6 1075T 3GHz
  • Memory: 8 GB RAM
  • GPU: NVIDIA GeForce GTX 670 (2GB) / AMD Radeon HD 7870 (2GB)
Fallout 4
  • CPU: Intel Core i5-2300 2.8 GHz/AMD Phenom II X4 945 3.0 GHz or equivalent
  • Memory: 8 GB RAM
  • GPU: NVIDIA GTX 550 Ti 2GB/AMD Radeon HD 7870 2GB or equivalent
Overwatch
  • CPU: Intel Core i3 or AMD Phenom™ X3 8650
  • Memory: 4 GB RAM
  • GPU: NVIDIA® GeForce® GTX 460, ATI Radeon™ HD 4850, or Intel® HD Graphics 4400
Witcher 3
  • Processor: Intel CPU Core i5-2500K 3.3GHz / AMD CPU Phenom II X4 940
  • Memory: 6 GB RAM
  • Graphics: Nvidia GPU GeForce GTX 660 / AMD GPU Radeon HD 7870
Actually, bump up all the memory requirements to 8 GBs, and those are some decent specs, relatively speaking. And keep in mind these are the minimum specs to even open the games. It’s almost as if the devs didn’t worry about console specs when making a PC version of the game, because this version of the game isn’t on console. Or maybe even that the consoles aren’t holding the games back that much because they’re not that weak. Just a hypothesis.
But I mean, the devs are still ooobviously having to take weak consoles into mind right? They could make their games sooo much more powerful if they were PC only, right? Right?
No. Not even close.
iRacing
  • CPU: Intel Core i3, i5, i7 or better or AMD Bulldozer or better
  • Memory: 8 GB RAM
  • GPU: NVidia GeForce 2xx series or better, 1GB+ dedicated video memory / AMD 5xxx series or better, 1GB+ dedicated video memory
Playerunknown’s Battlegrounds
  • CPU: Intel Core i3-4340 / AMD FX-6300
  • Memory: 6 GB RAM
  • GPU: nVidia GeForce GTX 660 2GB / AMD Radeon HD 7850 2GB
These are PC only games. That’s right, no consoles to hold them back, they don’t have to worry about whether an Xbox One could handle it. Yet, they don’t require anything more than the Multiplatform games.
Subnautica
  • CPU: Intel Haswell 2 cores / 4 threads @ 2.5Ghz or equivalent
  • Memory: 4GB
  • GPU: Intel HD 4600 or equivalent - This includes most GPUs scoring greater than 950pts in the 3DMark Fire Strike benchmark
Rust
  • CPU: 2 ghz
  • Memory: 8 GB RAM
  • DirectX: Version 11 (they don’t even list a GPU)
So what’s the deal? Theoretically, if developers don’t have to worry about console specs, then why aren’t they going all-out and making games that no console could even dream of supporting?
Low-end PCs.
What, did you think people only game on Steam if they spent at least $500 on gaming hardware? Not all PC gamers have gaming-PC specs, and if devs close their games out to players who don’t have the strongest of PCs, then they’d be losing out on a pretty sizable chunk of their potential buyers.
Saying “devs having to deal with consoles is holding gaming back” is like saying “racing teams having to deal with Ford is holding GT racing back.” A: racing teams don’t have to deal with Ford if they don’t want to, which is probably why many of them don’t, and B: even though Ford doesn’t make the fastest cars overall, they still manage to make cars that are awesome on their own, they don’t even need to be compared to anything else to know that they make good cars.
I want to go back to that previous point though, developers having to deal with low-end PCs, because it’s integral to the next point:

“PCs are more powerful, gaming on PC provides a better experience.”

This one isn’t so much of a misconception as it is… misleading.
Did you know that according to the Steam Hardware & Software Survey (July 2017) , the percentage of Steam gamers who use a GPU that's less powerful than that of a PS4 Slim’s GPU is well over 50%? Things get dismal when compared to the PS4 Pro (Or Xbox One X). On top of that, the percentage of PC gamers who own a Nvidia 10 series card is about 20% (about 15% for the 1060, 1080 and 1070 owners).
Now to be fair, the large majority of gamers have CPUs with considerably high clock speeds, which is the main factor in CPU gaming performance. But, the number of Steam gamers with as much RAM or more than a PS4 or Xbox One is less than 50%, which can really bottleneck what those CPUs can handle.
These numbers are hardly better than they were in 2013, all things considered. Sure, a PS3/360 weeps in the face of even a $400 PC, but in this day in age, consoles have definitely caught up.
Sure, we could mention the fact that even 1% of Steam accounts represents over 1 million accounts, but that doesn’t really matter compared to the 10s of millions of 8th gen consoles sold; looking at it that way, sure the number of Nvidia 10 series owners is over 20 million, but that ignores the fact that there are over 5 times more 8th gen consoles sold than that.
Basically, even though PCs run on a spectrum, saying they're more powerful “on average” is actually wrong. Sure, they have the potential for being more powerful, but most of the time, people aren’t willing to pay the premium to reach those extra bits of performance.
Now why is this important? What matters are the people who spent the premium cost for premium parts, right? Because of the previous point: PCs don’t have some ubiquitous quality over the consoles, developers will always have to keep low-end PCs in mind, because not even half of all PC players can afford the good stuff, and you have to look at the top quarter of Steam players before you get to PS4-Pro-level specs. If every Steam player were to get a PS4 Pro, it would be an upgrade for over 60% of them, and 70% of them would be getting an upgrade with the Xbox One X.
Sure, you could still make the argument that when you pay more for PC parts, you get a better experience than you could with a console. We can argue all day about budget PCs, but a console can’t match up to a $1,000 PC build. It’s the same as paying more for car parts, in the end you get a better car. However, there is a certain problem with that…

“You pay a little more for a PC, you get much more quality.”

The idea here is that the more you pay for PC parts, the performance increases at a faster rate than the price does. Problem: that’s not how technology works. Paying twice as much doesn’t get you twice the quality the majority of the time.
For example, let’s look at graphics cards, specifically the GeForce 10 series cards, starting with the GTX 1050.
  • 1.8 TFLOP
  • 1.35 GHz base clock
  • 2 GB VRAM
  • $110
This is our reference, our basis of comparison. Any percentages will be based on the 1050’s specs.
Now let’s look at the GTX 1050 Ti, the 1050’s older brother.
  • 2.1 TFLOP
  • 1.29 GHz base clock
  • 4 GB VRAM
  • $140 retail
This is pretty good. You only increase the price by about 27%, and you get an 11% increase in floating point speed and a 100% increase (double) in VRAM. Sure you get a slightly lower base clock, but the rest definitely makes up for it. In fact, according to GPU boss, the Ti managed 66 fps, or a 22% increase in frame rate for Battlefield 4, and a 54% increase in mHash/second in bitcoin mining. The cost increase is worth it, for the most part.
But let’s get to the real meat of it; what happens when we double our budget? Surely we should see a massive increase performance, I bet some of you are willing to bet that twice the cost means more than twice the performance.
The closest price comparison for double the cost is the GTX 1060 (3 GB), so let’s get a look at that.
  • 3.0 TFLOP
  • 1.5 GHz base clock
  • 3 GB VRAM
  • $200 retail
Well… not substantial, I’d say. About a 50% increase in floating point speed, an 11% increase in base clock speed, and a 1GB decrease in VRAM. For [almost] doubling the price, you don’t get much.
Well surely raw specs don’t tell the full story, right? Well, let’s look at some real wold comparisons. Once again, according to GPU Boss, there’s a 138% increase in hashes/second for bitcoin mining, and at 99 fps, an 83% frame rate increase in Battlefield 4. Well, then, raw specs does not tell the whole story!
Here’s another one, the 1060’s big brother… or, well, slightly-more-developed twin.
  • 3.9 TFLOP
  • 1.5 GHz base clock
  • 6 GB VRAM
  • $250 retail
Seems reasonable, another $50 for a decent jump in power and double the memory! But, as we’ve learned, we shouldn’t look at the specs for the full story.
I did do a GPU Boss comparison, but for the BF4 frame rate, I had to look at Tom’s Hardware (sorry miners, GPU boss didn’t cover the mHash/sec spec either). What’s the verdict? Well, pretty good, I’d say. With 97 FPS, a 79% increase over the 1050— wait. 97? That seems too low… I mean, the 3GB version got 99.
Well, let’s see what Tech Power Up has to say...
94.3 fps. 74% increase. Huh.
Alright alright, maybe that was just a dud. We can gloss over that I guess. Ok, one more, but let’s go for the big fish: the GTX 1080.
  • 9.0 TFLOP
  • 1.6 GHz base clock
  • 8 GB VRAM
  • $500 retail
That jump in floating point speed definitely has to be something, and 4 times the VRAM? Sure it’s 5 times the price, but as we saw, raw power doesn’t always tell the full story. GPU Boss returns to give us the run down, how do these cards compare in the real world?
Well… a 222% (over three-fold) increase in mHash speed, and a 218% increase in FPS for Battlefield 4. That’s right, for 5 times the cost, you get 3 times the performance. Truly, the raw specs don’t tell the full story.
You increase the cost by 27%, you increase frame rate in our example game by 22%. You increase the cost by 83%, you increase the frame rate by 83%. Sounds good, but if you increase the cost by 129%, and you get a 79% (-50% cost/power increase) increase in frame rate. You increase it by 358%, and you increase the frame rate by 218% (-140% cost/power increase). That’s not paying “more for much more power,” that’s a steep drop-off after the third cheapest option.
In fact, did you know that you have to get to the 1060 (6GB) before you could compare the GTX line to a PS4 Pro? Not to mention that at $250, the price of a 1060 (6GB) you could get an entire PS4 Slim bundle, or that you have to get to the 1070 before you beat the Xbox One X.
On another note, let’s look at a PS4 Slim…
  • 1.84 TFLOP
  • 800 MHz base clock
  • 8 GB VRAM
  • $300 retail
…Versus a PS4 Pro.
  • 4.2 TFLOP
  • 911 MHz base clock
  • 8 GB VRAM
  • $400 retail
128% increase in floating point speed, 13% increase in clock speed, for a 25% difference in cost. Unfortunately there is no Battlefield 4 comparison to make, but in BF1, the frame rate is doubled (30 fps to 60) and the textures are taken to 11. For what that looks like, I’ll leave it up to this bloke. Not to even mention that you can even get the texture buffs in 4K. Just like how you get a decent increase in performance based on price for the lower-cost GPUs, the same applies here.
It’s even worse when you look at the CPU for a gaming PC. The more money you spend, again, the less of a benefit you get per dollar. Hardware Unboxed covers this in a video comparing different levels of Intel CPUs. One thing to note is that the highest i7 option (6700K) in this video was almost always within 10 FPS (though for a few games, 15 FPS) of a certain CPU in that list for just about all of the games.
…That CPU was the lowest i3 (6100) option. The lowest i3 was $117 and the highest i7 was $339, a 189% price difference for what was, on average, a 30% or less difference in frame rate. Even the lowest Pentium option (G4400, $63) was often able to keep up with the i7.
The CPU and GPU are usually the most expensive and power-consuming parts of a build, which is why I focused on them (other than the fact that they’re the two most important parts of a gaming PC, outside of RAM). With both, this “pay more to get much more performance” idea is pretty much the inverse of the truth.

“The console giants are bad for game developers, Steam doesn't treat developers as bad as Microsoft or especially Sony.”

Now one thing you might’ve heard is that the PS3 was incredibly difficult for developers to make games for, which for some, fueled the idea that console hardware is difficult too develop on compared to PC… but this ignores a very basic idea that we’ve already touched on: if the devs don’t want to make the game compatible with a system, they don’t have to. In fact, this is why Left 4 Dead and other Valve games aren’t on PS3, because they didn’t want to work with it’s hardware, calling it “too complex.” This didn’t stop the game from selling well over 10 million units worldwide. If anything, this was a problem for the PS3, not the dev team.
This also ignores that games like LittleBigPlanet, Grand Theft Auto IV, and Metal Gear Solid 4 all came out in the same year as Left 4 Dead (2008) on PS3. Apparently, plenty of other dev teams didn’t have much of a problem with the PS3’s hardware, or at the very least, they got used to it soon enough.
On top of that, when developing the 8th gen consoles, both Sony and Microsoft sought to use CPUs that were easier for developers, which included making decisions that considered apps for the consoles’ usage for more than gaming. On top of that, using their single-chip proprietary CPUs is cheaper and more energy efficient than buying pre-made CPUs and boards, which is far better of a reason for using them than some conspiracy about Sony and MS trying to make devs' lives harder.
Now, console exclusives are apparently a point of contention: it’s often said that exclusive can cause developers to go bankrupt. However, exclusivity doesn’t have to be a bad thing for the developer. For example, when Media Molecule had to pitch their game to a publisher (Sony, coincidentally), they didn’t end up being tied into something detrimental to them.
Their initial funding lasted for 6 months. From then, Sony offered additional funding, in exchange for Console Exclusivity. This may sound concerning to some, but the game ended up going on to sell almost 6 million units worldwide and launched Media Molecule into the gaming limelight. Sony later bought the development studio, but 1: this was in 2010, two years after LittleBigPlanet’s release, and 2: Media Molecule seem pretty happy about it to this day. If anything, signing up with Sony was one of the best things they could’ve done, in their opinion.
Does this sound like a company that has it out for developers? There are plenty of examples that people will use to put Valve in a good light, but even Sony is comparatively good to developers.

“There are more PC gamers.”

The total number of active PC gamers on Steam has surpassed 120 million, which is impressive, especially considering that this number is double that of 2013’s figure (65 million). But the number of monthly active users on Xbox Live and PSN? About 120 million (1, 2) total. EDIT: You could argue that this isn't an apples-to-apples comparison, sure, so if you want to, say, compare the monthly number of Steam users to console? Steam has about half of what consoles do, at 67 million.
Now, back to the 65 million total user figure for Steam, the best I could find for reference for PlayStation's number was an article giving the number of registered PSN accounts in 2013, 150 million. In a similar 4-year period (2009 - 2013), the number of registered PSN accounts didn’t double, it sextupled, or increased by 6 fold. Considering how the PS4 is already at 2/3 of the number of sales the PS3 had, even though it’s currently 3 years younger than its predecessor, I’m sure this trend is at least generally consistent.
For example, let’s look at DOOM 2016, an awesome faced-paced shooting title with graphics galore… Of course, on a single platform, it sold best on PC/Steam. 2.36 million Steam sales, 2.05 million PS4 sales, 1.01 million Xbox One sales.
But keep in mind… when you add the consoles sales together, you get over 3 million sales on the 8th gen systems. Meaning: this game was best sold on console. In fact, the Steam sales have only recently surpassed the PS4 sales. By the way VG charts only shows sales for physical copies of the games, so the number of PS4 and Xbox sales, when digital sales are included, are even higher than 3 million.
This isn’t uncommon, by the way.
Even with the games were the PC sales are higher than either of the consoles, there generally are more console sales total. But, to be fair, this isn’t anything new. The number of PC gamers hasn’t dominated the market, the percentages have always been about this much. PC can end up being the largest single platform for games, but consoles usually sell more copies total.
EDIT: There were other examples but... Reddit has a 40,000-character limit.

"Modding is only on PC."

Xbox One is already working on it, and Bethesda is helping with that.
PS4 isn't far behind either. You could argue that these are what would be the beta stages of modding, but that just means modding on consoles will only grow.

What’s the Point?

This isn’t to say that there’s anything wrong with PC gaming, and this isn’t to exalt consoles. I’m not here to be the hipster defending the little guy, nor to be the one to try to put down someone/thing out of spite. This is about showing that PCs and consoles are overall pretty similar because there isn’t much dividing them, and that there isn’t anything wrong with being a console gamer. There isn’t some chasm separating consoles and PCs, at the end of the day they’re both computers that are (generally) designed for gaming. This about unity as gamers, to try to show that there shouldn’t be a massive divide just because of the computer system you game on. I want gamers to be in an environment where specs don't separate us; whether you got a $250 PS4 Slim or just built a $2,500 gaming PC, we’re here to game and should be able to have healthy interactions regardless of your platform.
I’m well aware that this isn’t going to fix… much, but this needs to be said: there isn’t a huge divide between the PC and consoles, they’re far more similar than people think. There are upsides and downsides that one has that the other doesn’t on both sides. There’s so much more I could touch on, like how you could use SSDs or 3.5 inch hard drives with both, or that even though PC part prices go down over time, so do consoles, but I just wanted to touch on the main points people try to use to needlessly separate the two kinds of systems (looking at you PCMR) and correct them, to get the point across.
I thank anyone who takes the time to read all of this, and especially anyone who doesn’t take what I say out of context. I also want to note that, again, this isn’tanti-PC gamer.” If it were up to me, everyone would be a hybrid gamer.
Cheers.
submitted by WhyyyCantWeBeFriends to unpopularopinion [link] [comments]

Block Collider: Fusing existing chains into a Multi-Chain, a dramatic evolution in Blockchain Interoperability

SOURCE: SPECULATIVE RATIONALITY
BLOCK COLLIDER WEBSITE: https://www.blockcollider.org
A New Approach to Blockchain Interoperability (True Decentralisation)
Recommended Reading to assist in better informing this post:
A close look at the Blockchain space reveals a series of blockchain projects that operate largely in distinct silos. The reality is that blockchain technology is yet to realise widespread real-world adoption, however as we accelerate towards maturity a key infrastructure level requirement will be the ability for information to be transmitted in real time from blockchain to blockchain and even off-blockchain to old world systems. Anecdotally we need to look only as far as the internet to conceive the value that interconnectivity can generate.
“Bridging chains with a multichain is like building roads between buildings. Hypothetically, one could build a building that has everything, but in practice some buildings are built to work in, some are built to live in — as long as citizens want to be in multiple buildings at different points in time, roads are valuable. The crypto community as it exists demonstrates a wide variety of features across blockchains — some chains have quick block times, some chains have expressive smart contracts, some are purely deflationary and an excellent store of value. As long as users need features from more than one blockchain, bridging those chains with a multichain is needed.” – Block Collider Whitepaper (Source)
There are some well known projects that are trying to tackle interconnectivity between disparate chains. Of those known projects, only a few are focused on Interoperability as their core focus – some examples are Polkadot, Cosmos and Ark. A new project which as yet has remained under the radar (by design) has come out with a radically different solution to the issue of interconnectivity between chains: Block Collider.
“A mineable multi-chain protocol for stable coins, decentralized exchanges, and meta contracts.” – Block Collider
Let’s take a quick look at a few of the key interoperability projects within the space:
Comparison Table
For more detailed Table of comparison click here
The Multi-Chain: The Advent of Multi-chain Distributed Applications and Meta Contracts
Block Collider is the first true “multi-chain”, which at genesis will connect 6 chains – Bitcoin, Ethereum, Neo, Waves, Lisk and another chain that is yet to be named. Block Collider’s core ledger is the aggregate of all blocks on all member chains, giving rise to the term “multi-chain”. Block Collider’s blockchain is built by “weaving” together disparate chains using PoD* (Proof of Distance – a modified version of Nakamoto consensus), consuming blocks from each chain into a Block Collider block, recording in effect the state of each member chain.
The multi-chain not only facilitates value transfer between chains but more importantly allows these previously “siloed” projects to know the “state” of each other’s chains. Why is knowing the state of other chains so important? True interoperability is much more than just value transfer, it is the ability for different blockchains to work in parallel. This innovation opens the gates to something truly remarkable – multi-chain distributed applications and meta contracts (multi-chain smart contracts).
Example Diagram
The above diagram illustrates a simple example of a distributed multi-chain DAPP handling trust funds. This kind of application only scratches the surface of the true potential Block Collider brings to the blockchain ecosystem. The multi-chain functionality is not merely transferring data but proving data relative to another chain.
“…distributed application developers can modularly combine exotic features from blockchains across the ecosystem …. distributed application developers can build in the capability to load-balance work between chains” – Block Collider Whitepaper (Source)
As an aside there is an additional security benefit that results from Block Collider being a multi-chain, an aggregate of member chains. A miner attempting to use bad blocks would not only have to reverse the entire chain on Block Collider but also break the hash power of difficulty of the member chain.
*PoD – Proof Of Distance consensus mechanism is beyond the scope of this article. Please refer to Block Collider Whitepaper – Section 3.2 The Edit Distance Computational Challenge (pp 13) or Building a Blockchain Singularity with Proof of Distance by Patrick McConlogue (Co-founder of Block Collider).
True Decentralisation
“The Block Collider multichain is collaboratively created exclusively by decentralized peer-to-peer miners — with no centralized points of failure, oracles, or validators.” – Block Collider Whitepaper (Source)
One of the core tenets of Block Collider is to provide a platform that is very much in line with Blockchain’s vision of true decentralisation. Block Collider prides itself on the absence of validators in its consensus mechanism and its resistance to centralising elements.
Validators vs no validators
What is a validator? A validator in a blockchain is a “human element” or third party to whom the network cedes some degree of trust. A validator is incentivised by a network to confirm that an event/transaction has occurred on the network. This approach has been/will be adopted by many chains including interoperability chains like Cosmos, Polkadot and Ark who utilise Delegated-Proof-of-Stake (DPoS) or similar consensus models, where there are a set number of validators.
Block Collider does not require validators, it builds it’s blockchain with a mining algorithm (PoD), requiring proof of work to validate events on the blockchain. It in effect removes the requirement to place trust in a fallible party.
Centralisation of Power
A concern in any decentralised network is that power may accrue to a few. We see some commentators point to this occurrence in the Bitcoin network, where there is a centralisation of power around a few mining pools. Power in this context is the governance of the chain and the rewards for block validation. In this situation existing economic power is entrenched and can conceivably lead to the ongoing centralisation of consensus, governance and wealth. However, it is also worth noting one of the advantages that the Bitcoin platform has in comparison to its counterparts who have pursued PoS or DPoS is that it does not require the network to cede any additional trust to validators.
PoS or DPoS and their varying iterations aim to solve for some of the bottlenecks in current blockchain technology, however, these consensus mechanisms still contain elements that can give rise to centralisation. PoS requires that a node stake a sufficiently high bond in order to achieve the status of “validator” and thus PoS is still heavily weighted to those with economic power. DPoS has the added functionality of “democracy” by allowing delegates to vote for a trusted “validator”. Ideally the scenario is one of a democratic approach, however such a system may still lend itself towards centralisation as voting is typically weighted by share of network. Without going into an exhaustive discussion about various consensus methodologies, their strengths and shortcomings, we can nevertheless see that the use of validators presents some departure from trustless consensus without necessarily resolving the centralising effects of economic power.
Block Collider is a mineable chain like bitcoin and faces the same issue of centralisation of power from mining pools but has implemented certain conditions to alleviate the pressure towards centralisation. These include:
1) Splitting the mining of blocks and transactions (Refer Whitepaper Section 3 – Mining on the collider for technical details)
“… by allowing for competition in two spaces, there is reduced risk of centralization, since an actor would have to win the centralization game at both levels.” – Block Collider Whitepaper – Section 3.4
Transaction mining is open to anyone and does not require ASIC hardware to mine. This allows anyone on the network to have an economic incentive to participate in the network whilst achieving greater throughput and greater load distribution, reducing the strain on the network.
2) Emblems – Block Size Bonus (Refer Whitepaper Section 3 – Mining on the collider for technical details)
BC has a unique proposition to implement dynamic block sizes through the use of Emblems. In effect miners can “stake” Emblems which will allow them to expand the size of the block, thereby fitting more transactions into a single block for greater rewards. How does this alleviate pressure towards centralisation? We look to the Co-Founder Patrick McConlogue for answers:
“Block Collider implements game theory to the benefits of mining incentives beyond block/fee rewards. The Emblem bonuses for mining is sublinear (that is, there are diminishing returns for emblem ownership) which balances the economic incentive against centralisation (as the marginal utility of Emblems will be highest for those with fewer emblems).” – Patrick McConlogue
As an example, noting that all metrics are hypothetical, Sue has 10 Emblems and Mike has 100 Emblems. If the optimal number of Emblems required to achieve a desired block size was around 20 Emblems, staking beyond the 20 emblems does not significantly increase the block size. In effect, any additionally staked emblems has a diminishing value in comparison to the optimally staked 20 Emblems. So, in this example Sue’s block size could be “Standard block size + 5” and the optimal block size is “Standard block size + 7”. As staking has a diminishing bonus, Mike staking 100 Emblems would result in “Standard block size + 8”. This is to say those without large economic power can still compete on a near equal footing. In this way Block Collider aims to mitigate the pull of economic power towards centralisation.
What if Mike splits his 100 Emblems to utilise the optimal number of emblems to stake, to run multiple mining rigs concurrently? In this case 20 Emblems to 5 mining operations.
“A miner could absolutely split the Emblem rewards among mining rigs but in order to maximize the rewards from this he/she would have to be connected to the least number of identical peers that the original rig is connected to. In this way they must expand to other regions. This leads to less centralization regionally and increases the overall efficiency + speed of the network.” – Patrick McConlogue
In addition, Mike replicating 4 more instances of the original mining operation would require significant resources.
Interoperability Technology
Member Chain Conditions
One of the greatest breakthroughs that Block Collider has achieved is that it has a very low threshold to incorporate foreign blockchains into its multi-chain. In laymans terms there is no need for modification of member chains to participate in the network.
This is a significant development in the blockchain ecosystem as current and planned future interoperability solutions require some form of compatibility or change to the participating chains. To achieve compatibility Cosmos and Polkadot primarily require chains to be built on top of their infrastructure. Ark on the other hand requires direct changes to existing chains in the form of embedded code.
However, it should be noted though that Cosmos Polkadot, and Ark have alternate solutions to compatibility for existing chains who choose not to be modified. This can be achieved through intermediate zones, peg-zones, bridgechains, smart bridges and encoded listeners. If we are to borrow from the Polkadot whitepaper certain chains (Ethereum) are clearly easier to adapt into intermediate zones but others not so much (Bitcoin):
1) Ethereum – “Due to Ethereum’s Turing completeness, we expect there is ample opportunity for Polkadot and Ethereum to be interoperable with each other, at least within some easily deducible security bounds.” – (Polkadot Whitepaper – Source)
2) Bitcoin –* “…. As such we believe it not unrealistic to place a reasonably secure Bitcoin interoperability “virtual parachain” between the two networks, though nonetheless a substantial effort with an uncertain timeline and quite possibly requiring the cooperation of the stakeholders within that network.”* – (Polkadot Whitepaper – Source)
The breakthrough by Block Collider should not be understated, the multi-chain by providing a low threshold for member chains to interoperate without the need for validators provides crucial infrastructure for a trustless internet of blockchains.
Scalability and Shared Security for Member Chains
Through comparison of Cosmos and Polkadot, the question may arise does Block Collider provide scalability and shared security for member chains? The simple answer is no.
Block Collider does not provide scalability and shared security primarily because of its conditionless participation for member chains. Block Collider follows the philosophy of Doug McIlroy, the inventor of Unix pipes, “Write programs that do one thing and do it well. Write programs to work together.” In this sense scaling solutions are the responsibility of protocol level chains, interoperability is the responsibility of Block Collider.
Cosmos and Polkadot provide these solutions for member chains that “join” their networks and is a unique and commendable value proposition provided by their platforms. Although it should be noted that for existing chains, using the intermediate zones referenced earlier, does not provide the same scalability and shared security benefits as those built natively on the platforms. This is because the existing chain does not function atop the platform, rather they are bridged to the platform with links (bridgechains or pegzones) built by Polkadot or Cosmos.
Scalability – Size and Transaction Speed
Block Collider as a multi-chain is the aggregate of blocks from its member chains. What does this mean for scalability in terms of size & transaction speed?
Size of the Chain
A valid concern would be that Block Collider which is an aggregate of all blocks on all member chains can be quite space consuming. To combat this Block Collider’s PoD consensus mechanism primarily uses header states and Merkle proofs of other chains to store the chain on the Block Collider network. The headers are less than 1% of the size of the original chains’ block. So, one could imagine without any modifications, Block Collider could merge 100 chains and still only be the size of one Ethereum sized chain.
As Block Collider evolves, we can envision a day when 1000 plus chains are interoperable with Block Collider. So, what then? Block Collider is designed to tackle this growth in two ways, compression as far as possible and then through reverse chain pruning.
“To handle the first part [compression], we start with header states. After which we switch to a signature only model like that proposed in Mimblewimble (once the Block Collider hash rate is strong enough). Finally the pruning which will be the process of creating a second blockchain which mines backwards. In the second blockchain, “the work” is transactions that should be trimmed from the block. In this way it works like defragmenting your hard drive.”* – Patrick McConlogue
*Mimblewimble – an experimental blockchain network
Transaction Speed
Block Collider as the aggregate of blocks from member chains will always be slightly faster than the fastest member chain. This is due to Block Collider having a high block issuance rate that is based on blocks issued on member chains.
Image Example of Block Issuance
In the above example from the whitepaper we see that Bitcoin issues 2 blocks in a set time frame “x”, Ethereum issues 6 blocks and Waves issues 3 Blocks. The first Block Collider block is formed when the 3 chains issue their first block. It should be noted that block times vary across chains and as such member chains will issue blocks at different intervals. At each issuance from a member chain Block Collider will issue its own block containing the new set of blocks from the member chains. In this example 9 Block Collider blocks are issued in the time frame “x”. So the block issuance rate (block velocity) will always be higher than the fastest member chain.
Higher block velocity of course brings up the issue of throughput – the number of transactions per second. Mining has been designed with throughput being the primary mandate. The satisfaction of this mandate was one of the primary motivations for Block Collider splitting block mining and transaction mining into separate processes.
“Unlike other cryptocurrencies, the transactions and the blocks of the Collider blockchain can be mined separately. Transactions being pre-mined makes it easier for a miner to add a transaction to a block it has discovered, which balances the power that miners have in current systems.” – Block Collider
TECH COMPARISON // Multi-chain Protocols (The Internet of Blockchains)
LINK
Conclusion
Block Collider has come to the space with a radical solution to the “Internet of Blockchains”, connecting disparate chains whilst maintaining blockchain technology’s vision of being truly decentralised. The mainnet launch will include interoperability between 6 chains, BTC, ETH, NEO, Waves, Lisk and a yet to be named chain.
submitted by Lifeandthecosmos to CryptoCurrency [link] [comments]

Crypto Mining Farm at Apartment  January 2020 Update ... Graphics Card Comparison for Mining with quick return on investment (ROI) How to earn through mining bitcoin ethereum dash zcash & comparison between gpu rig and antminer s9. How To Build a Crypto GPU Mining Rig With $1000 or Less ... Is Bitcoin Mining Profitable RIGHT NOW In Early 2020 ...

For them, the cost of running a small Bitcoin mining rig is a small price to pay to play a part in securing the most important of all cryptocurrencies. However, if it’s strictly profits you’re seeking, you don’t live in a cold climate with cheap power, and you haven’t got millions to invest, then you should probably look for opportunities with mining altcoins. Ethereum. Ethereum is a ... Litecoin mining hardware is similar to other crypto mining rigs in the sense that it operates with scripts - functions that let users utilize their CPUs to mine cryptocurrencies from designated sites.. However, as with every other coin, Litecoin has its specific parameters that make some rigs better than others when it comes to the actual mining part. List of Best Bitcoin Cloud Mining Sites (updated as of 25 January 2020) When investing in bitcoins, one needs to consider finding reliable websites to mine bitcoins in the cloud and generate cryptocurrencies periodically and safely.The problem with this type of investment is making a decision and betting on a site where cryptocurrencies won’t be in danger of disappearing overnight. Bitmine Farm, home to ASIC Bitcoin Miners and the official Bitcoin virtual mining farm, start today FREE 500MH/s on sign up! Home; Explore; Invite; LOG IN; SIGN UP; BIT MINE FARM. The world's leading Bitcoin cold-wallet backed, hardware based mining pool. Start your Bitcoin mining journey today. FREE 500 GH/s on first sign up ! REGISTER NOW. LOGIN. Antminer Z9 Mini 2000 GH/s Earnings : 0 ... Mining is not the fastest way to get bitcoins. Buying bitcoin with a debit card is the fastest way. Bitcoin Mining Pool Comparison. Pool Location Fees Private Pool; BitFury: Georgia : 0%: Yes: Slush Pool: Czech Republic: 2%: No: Antpool: China: 1%: No: BW: China: 1%: No: The comparison chart above is just a quick reference. The location of a pool does not matter all that much. Most of the ...

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Crypto Mining Farm at Apartment January 2020 Update ...

What is the best bitcoin miner to buy in 2020? In this video, we’ll find out by comparing profitability as well as other factors. Mining bitcoin doesn’t have... Graphics Card Comparison for Mining with quick return on investment (ROI) #72 #18 #tpk What is the Best Graphics Card for mining Etherum, Zcash, Altcoins, Equihash algo, etc. in 2018 ? This is the ... Parts Used In This Video: The GPUs: https://geni.us/a1ij2Vx Corsair 450w ATX PSU: https://geni.us/TodEZD The Best Mining Motherboard: https://geni.us/tAHmm I... WANT FREE STOCK FAST? CLICK LINK And CLICK "SIGN UP NOW"! 💲💲💲 http://join.robinhood.com/jareds7 ALL VIDEOS ARE ONLY REPRESENTATIVE OF MY OPINION. ONLY INVEST... What are the BEST BITCOIN MINING RIGS in 2020?! Let's review the best Bitcoin miners and their profitability. Bitmain just released the Antminer S19 and S19 ...

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