16 comments

  • badlibrarian18 小时前
    Vimeo banned video game content in 2008. Users migrated to other sites that were soon worth far more than Vimeo.

    Focusing on video game material instead of being neutral and coming up with a reasonable business model that makes sense for all your customers (then communicating it up front) is the problem. There's always going to be a subset of customers that pushes the envelope. This conflicts with short term growth strategies but perhaps there's a little room for ethics to sneak in.

    https://www.cnet.com/tech/services-and-software/vimeo-bans-v...

    • Dylan1680710 小时前
      > Focusing on video game material instead of being neutral and coming up with a reasonable business model that makes sense for all your customers (then communicating it up front) is the problem. There's always going to be a subset of customers that pushes the envelope.

      Are you implying that the videos getting hit by this are not generally video game content?

      I don't think that's right. In particular there's a lot of speedrun recordings that are going to disappear when this day hits.

      (The HN title had to cut some of the explanation for brevity, probably 99% of what is going to get deleted is long highlights, not uploads.)

      • genewitch5 小时前
        if you know of any speedruns that are going to be lost, and you care, upload them to youtube and then link them on speedrun.com or something. Expecting one of the richest companies in america to just "host video" for users is too much.
    • EfficientDude15 小时前
      Just to be clear - no video streaming site or service has been profitable in the long run, not yet anyway.
      • StressedDev5 小时前
        Netflix is very profitable. Its net income for 2022 was $4.4 billion; for 2023 it was $5.4 billion; and in 2024 it was $8.7 billion. For more information, go to https://ir.netflix.net/financials/quarterly-earnings/default... . The 2024 Q4 earning announcement has a spread sheet with Netflix's financial results for the last 3 years.
      • joseda-hg14 小时前
        Are there any numbers on YouTube? While I don't doubt their costs are orders of magnitude bigger that other services, they also operate at a different scale operate as a defacto music service (I'm not talking about YT Music), and have the largest pool of ads to serve
        • packetlost14 小时前
          iirc they turned a profit one quarter a few years ago but are otherwise a loss leader for Googles as business
          • acchow13 小时前
            YouTube profits aren't broken out separately. However, Google's quarterly and annual reports do give Youtube Ad revenues, which were $36bn in fiscal 2024. That Youtube is not profitable is quite the strong claim.....

            https://www.sec.gov/Archives/edgar/data/1652044/000165204425...

            • deanCommie13 小时前
              Technically nothing what you said disputes the claim.

              You're jumping to the assumption that surely YouTube's costs have to be lower than $36B, and that is not at all assured. They handle an absolutely gargantuan amount of network data transfer, not to mention processing compute. I'm ignoring the storage but even that at their scale is probably at least 1B.

              • badlibrarian12 小时前
                Vimeo, a terrible business, has been profitable for seven straight quarters.

                "From Q4 2023 to Q3 2024, YouTube's combined revenue from advertising and subscriptions exceeded $50 billion."

                https://en.wikipedia.org/wiki/YouTube#cite_note-13

              • SR2Z10 小时前
                YouTube has been making a few billion dollars a year in profit for a while now.

                Yes, network and compute is expensive, but when you are the size of Google the economics look a little different.

                • poincaredisk2 小时前
                  >YouTube has been making a few billion dollars a year in profit for a while now.

                  Are you insider, or have access to leaks I'm not aware of? YouTube profits are not public information (they are not broken down in the public fillings) so how can you say that confidently?

          • fc417fc80211 小时前
            In addition to the loss leader aspect it has for their other business units, what about more traditional expenses? Directly serving ads aside, all the user behavioral and popular trend data has to be hugely valuable in its own right. Plus all that ML training data would have cost them something if they hadn't already had it sitting on their servers.

            It seems like you just have to be sufficiently large before you can successfully monetize a video platform.

    • rchaud12 小时前
      And yet it is not Vimeo who has to delete petabytes of data to cut costs.
      • badlibrarian12 小时前
        Not the point of my original post, but Vimeo is famous for layoffs and firing expensive customers, too. In March 2022 they told some users that their channels would now cost thousands of dollars a month.
  • cmcaleer18 小时前
    I guess it makes sense. I remember once upon a time that Twitch saved every broadcast, in full, forever. That sounds kind of ridiculous these days, but then again YouTube does still does that for everyone’s streams and makes it work. Are there very different economies of scale at work here or are Google just willing to pay the extra money?
    • wongarsu17 小时前
      However unlike Twitch, Youtube doesn't save recordings of livestreams over 12 hours. Which means that subathons (a format where viewers extend the duration of the stream by donating money) don't get recorded on Youtube.
      • unshavedyak17 小时前
        That annoys me quite a bit. I regularly watch Dota series and they can run for 10-14h regularly. It sucks to see it cut off after 12h.
        • achierius10 小时前
          Especially since that tail bit is often going to be the best part -- game 5 bo5 grand finals &c!
      • genewitch5 小时前
        Okay, but, this is known, right? So the streamer needs to tell yt-dlp to copy the stream to disk so they can re-upload it right after? In fact, this is possible to do programatically probably with some minor fiddling with OBS Studio, right?

        is there a hosted product here? Pay-for-use video FXP?

    • jahsome18 小时前
      The post says this rule doesn't apply to past broadcasts. Presumably that means the rule only applies to uploaded videos. Which I did not even realize was a feature, and I've been an avid watcher and occasional broadcaster since the justin days.

      Edit: others have explained elsewhere VODs are auto deleted after 60 days, and then must be converted to highlights, which will be affected. I think anyone who relies on Twitch VODs as a viewer or producer is a glutton for punishment anyway. The viewing experience is dreadful if I remember correctly, enough so I just wait for a YouTube upload anyway.

      In my anecdotal experience, I have probably watched several thousands of hours of live content over the last decade-plus, and maybe a half dozen VODs.

      • philistine6 小时前
        So Twitch is justifying the deletion of content that is very seldom watched ... because the user experience is terrible.

        This is a textbook management mistake.

      • noirbot12 小时前
        Twitch VODs aren't really any worse than any other way to watch video? I'll regularly use them when I see some stream I'm interested in while I'm busy with something else, or if I jump into something halfway and want to go back and watch the beginning.

        What do you think is dreadful about it?

        • kalleboo8 小时前
          I watch a lot of VODs since I'm in the wrong timezone for all the streamers I follow.

          To me the problems center mostly around their site and more so the mobile app seem to be designed to discourage watching VODs as much as possible, you really have to dig down to resume watching something you started watching yesterday.

          • Dylan168076 小时前
            At least for me, right now, the home page of the app shows off a single stream it thinks I want to watch. If I click "following" it shows every online stream I follow, then VOD links for the last four VODs/streams I was watching but didn't finish, then every offline stream I follow in a very stupid order.

            So as far as that experience, resuming a VOD is pretty prominent in the app.

        • Dylan1680710 小时前
          They inject a stupendous amount of ads compared to live content, otherwise they're fine. It's nice to see the chat.

          The place where twitch really lacks isn't on vods, it's the fact that the live player can't pause or rewind at all.

          • genewitch5 小时前
            yeah, and you can't ffwd live, either. I submitted a PR but it'll take a while for them to implement
            • Dylan1680752 分钟前
              I'm so used to this being a legitimate problem that I didn't even realize you were joking when I first read this comment.

              So let me elaborate.

              I find myself needing to fast forward live quite often. Even without a pause button, Twitch can fall behind by several seconds or even a minute, especially when there are connection problems in the pipeline. While it does have some ability to run a couple percent fast to catch up, often that's not enough. I have some javascript I keep around to force twitch to run at 1.3x speed for a while, while on youtube it's an easy builtin toggle to run fast and eat through the buffer until there's no buffer left.

      • pdimitar9 小时前
        True, that's why I download VODs that are not gated behind subscription with yt-dlp.

        ...Those that are of interest anyway, which turned out to be less than 1% of what I thought. :D

        Twitch's player is indeed terrible and _loves_ to forget where you are. It's hard to believe this is still a problem in 2025...

    • mjrpes14 小时前
      It's interesting what this situation would be like if HDD capacity hadn't stopped its exponential growth in 2010: https://imgur.com/a/lWdcjX7

      We would be at a penny per terabyte of space. If AV1 in HD can store 400 hours of video per TB, the roughly 24TB to store a 24/7 stream over the course of a year would cost only 25 cents. Providers could keep all video content indefinitely.

      Perhaps there's some benefit to this exponential growth coming to an end. Imagine a surveillance state that had near limitless storage and could keep 24/7 recordings indefinitely of cameras on every street, house, vehicle, etc.

      • Dylan1680710 小时前
        Low quality video mixed with some key snapshots and full audio would only be about half a terabyte per year. So even with current pricing, a surveillance state can easily pay $3-10 dollars to store that if it wants to.
      • fc417fc80211 小时前
        Unfortunately that remains a concern. The current research on ML based video codecs is yielding almost unbelievable size results.
        • pdimitar9 小时前
          Where can I read more?
          • fc417fc8028 小时前
            I guess this [0] might be a decent starting point. Also consider size comparisons of various gaussian splatting techniques (ex [1] & [2]). Static 3D scenes aren't technically the same thing as a 2D time series of frames, but since videos are generally composed of highly spatially related data there's bound to be overlap (ex [1] has already been extended to support dynamic scenes).

            And keep in mind that security footage has an awful lot of both static and repetitive objects. It's an ideal target for more complicated approaches to compression.

            [0] https://github.com/ppingzhang/Awesome-Deep-Learning-Based-Vi...

            [1] https://maincold2.github.io/c3dgs/

            [2] https://jasonlsc.github.io/nerfcodec_homepage/

            • pdimitar7 小时前
              Wow those are some extreme savings!

              Thank you, your comment went straight to favorites.

    • akimbostrawman16 小时前
      twitch is nowhere near the size of youtube even if streams are usually longer than videos. they also have probably not even 1% of the channel amount and at this point there are more streamer on youtube than twitch. if youtube (google) can, then twitch (amazon) should too.
    • bobnamob18 小时前
      I mean surely twitch(an Amazon brand) is leaning on the s3 scale econ for storage no?
  • mbasho19 小时前
    I don't understand why not just target abusive accounts. Maybe the speed running community will have to find a new home.
    • philipov18 小时前
      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.

      • anon70005 小时前
        It literally says it doesn’t apply to past streams?
    • jsheard19 小时前
      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-j19 小时前
        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.

        • asmor18 小时前
          It'll just make also streaming to YouTube (or other services) simultaneously more attractive. Apparently Twitch has exclusivity agreements with some people, but it's already pretty common to do this.
        • nilamo18 小时前
          Are there really 5+ day nonstop playthroughs? Are there just hours of no content while the streamer eats/sleeps? Why wouldn't that be split into multiple parts by the streamer, as a natural consequence of how it was recorded?
          • michaelt17 小时前
            According to https://link.twitch.tv/storage Twitch's limit is 100 hours stored total, not just per-video

            So you'd hit the limit after 600 ten-minute videos, or 100 hour-long videos.

            The limit also seems to apply to "Highlights" and "Uploads" but not to "Past Broadcasts", "VODs" or "Clips" for added confusion.

            • rincebrain16 小时前
              As pointed out elsewhere, past broadcasts/VODs had an autodelete horizon added years ago, so after a certain point, you'd have to reupload your content if you wanted it archived in perpetuity.

              One might imagine this is just the logical followup of them adding that horizon initially, basically saying "the 1 in 200 of you who circumvented our policy, no, for real, stop that."

          • SkiFire1313 小时前
            There have been streamers doing subathons of 30+ days. They usually eat while doing something else/watching something they will comment later, while they sleep there is either no content or some friends/moderators talk to the viewers.
        • hibikir18 小时前
          And it might make sense, if the way youtube stores the video is more efficient. Ultimately live streaming/simulcasting are different that cold video. See how Netflix, having no problems doing efficient movie serving, doesn't do quite so great at providing a good experience in live events. And I'd bet that the storage model for youtube and Netflix is already quite different, as the number of total videos, and the distribution of who watches what, when and where, is quite different.
          • rincebrain16 小时前
            It doesn't even have to be more efficient, necessarily, just valuable enough to be more worthwhile.

            In this case, they seem to be saying long-form archives aren't helping their business and are very expensive.

            Of course, since that also de facto means people start pointing to their YouTube pages as their content archives, that means they think they have such a better platform for live content that they can survive people doing the calculus of "well, if I have to host my old content on YT anyway, why am I using Twitch if I'm just going to upload to YT after..."

            Whether that's true or not, we'll see. (One might argue this is a given comparing the number of people I know who stream on Twitch versus YT, but Twitch is also the place that thought people wanted them to integrate a game store in their desktop app, and appears to have the attention span of a squirrel in long-term platform initiatives, so...we'll see.)

            (I work for Google, I've never worked on anything related to YouTube, opinions my own.)

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      • krykp18 小时前
        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.

        • kevin_thibedeau15 小时前
          Then there will be an army of bots inflating view counts.
          • genewitch5 小时前
            this seems really trivial to detect. dump current viewcounts of all VOD into a table somewhere, and then check however often you feel like to see if any of the ones with less than one view per unit of time you decide, are now getting many views.

            Tell user "stop that".

        • vasco18 小时前
          It says on the thing they will remove based on views, lowest first, to meet the quota.
        • jayd1616 小时前
          Seems like that policy would generate fake views.
      • Dylan168076 小时前
        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.

    • genewitch5 小时前
      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

    • bhickey19 小时前
      I don't think this will impact speedrunning much:

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

      • cbhl19 小时前
        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.

        • bhickey11 小时前
          Thanks for the clarification!
      • bakugo19 小时前
        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.

    • bob102917 小时前
      > 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.

      • emacsen17 小时前
        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.

        • bob102916 小时前
          > 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.

          I am still not following why Twitch needs to maintain live copies of all the failed runs. Once you hit the objective, make that video the highlight or whatever to be persisted indefinitely.

          Why would anyone care about watching several hours of something when they know ahead of time it's not going to be representative of a successful outcome? Iteration #17 out of hundreds can't possibly be valuable enough to justify the storage cost in even the most charitable of cases. It seems to me that most of speed running could be done completely offline without involving the internet and video capture technology (i.e., practicing a musical instrument).

          • rincebrain16 小时前
            Speedrunning in terms of archiving the completed run for future reference as the Thing To Beat, sure.

            But part of the reason this has become such a popular thing is the community aspect of it - people get drawn in and inspired to participate because they get engaged in the community of either particular runners or the wider community of people who follow all the runners of some games.

            At least for me, while I've never had the desire to participate, when I was sick for a year or so, and therefore at home with little ability to participate in a lot of other things, I went down the rabbit hole of watching different runs of different games, and one of the more useful tools and timesinks was being able to watch the past broadcasts of different runners and seeing if they were enjoyable to watch, at the particular game whose speedruns were interesting me at the moment.

            And since not everyone just runs one or two things, sometimes their last runs of those games were months in the past.

            So at least in my n=1 experience, those broadcast archives specifically were quite useful for me as a viewer and person attempting to discover more streamers to watch.

          • Philpax16 小时前
            Watching the speedrunner improve, watching them discover new techniques, the discussion they have with their audience, etc. Speedrunning, ironically, is not just about the destination: it's about the (often public!) journey the speedrunner took to get there.
          • emacsen15 小时前
            As the others have said, it's about the journey, so let me expand on this a bit.

            Streaming games has a large social component, whether it's speedrunning, or just casual play. It's often as much about the personality of the player as it is about the game. People watch as a communal activity.

      • genewitch5 小时前
        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.

      • heraldgeezer13 小时前
        [Ending] Baten Kaitos 100% Speedrun in 338 Hours, 43 Minutes and 26 Seconds

        https://www.youtube.com/watch?v=FezT4GTZj0g

        :)

        FAQ why its so long

        https://pastebin.com/BRvPJ430

        - Why is it so long? In this game, items evolve over time. There is an item, the Shampoo, that takes literally 2 weeks (= 336 hours) to evolve into Splendid Hair.

      • Capricorn248117 小时前
        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.

      • EfficientDude14 小时前
        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.
        • crtasm14 小时前
          This is incorrect - look at the setup and verification required if you want to claim a record on a popular game.

          You may be thinking of TAS (Tool Assisted Speedruns) which is a separate thing.

        • Vilian10 小时前
          Usually you should know about a subject before talking about, instead of talking shit
        • joseda-hg12 小时前
          It really depends, usually console vs emulation are separate categories, as are stuff like having external assists and such
  • pr337h4m19 小时前
    Short-sighted move, super long video data could be quite useful in the near future
    • EwanToo19 小时前
      Deleting it from the public site doesn't mean they're not keeping it for internal use...
      • anticensor15 小时前
        What if they intend to rotate storage, replacing old content by newer content over a period of 2 months, plus 100h/user of non-replaceable content?
    • washadjeffmad19 小时前
      The infographic says "New 100-Hour Highlights & Uploads Storage Limit".

      Past Broadcasts (VODs) and Clips are unaffected.

      • moefh19 小时前
        Normal VODs already automatically "expire" (i.e., are automatically deleted) after a certain time. IIRC the time limit is between 7 and 60 days depending on your account type (e.g. whether you're a Twitch partner, whether you have Twitch Prime, etc.).

        Making a VOD a highlight was a way around that -- Twitch would never delete those.

        • washadjeffmad18 小时前
          >Making a VOD a highlight was a way around that -- Twitch would never delete those.

          I'm not disagreeing that it was common knowledge that this was a way for non-partners to circumvent the regular retention policies, which is why this 100-hour limit seems like a pretty generous compromise.

          Clicking through random channels just now, I didn't see a single account with any Uploads, and most of the channels who had any content in Highlights seemed to use it pretty sparingly (<100 hours). It doesn't seem like a common practice, and Twitch doesn't seem like it's trying to eradicate history, just reign in some behavior that the platform didn't intend to support.

          If you're aware of certain communities who've made a practice of highlighting their entire streams (beyond 100 hours) without being partnered, maybe you could promote them here so people could help archive them?

          • moefh18 小时前
            I remember when Twitch implemented the VOD expiration with the "highlight" system; the discourse at the time was that some people enabled VOD retention and then forgot about it, uselessly clogging the servers. So if you really cared about retaining VODs, you just had to highlight them. I think they just counted on no one caring enough, since highlighting every single VOD is a pain.

            It turns out that most people who cared enough about retaining VODs just upload them to Youtube. Youtube is simply a better viewing experience for non-live videos, and it can generate some revenue (though usually very small, unless you have a huge amount of views). One problem with Youtube is that it's more strict about (what it thinks is) copyright content -- for example, some otherwise "free"[1] videogame music is regularly claimed by on Youtube by someone who sampled the original song, so it registers as someone else's content to Youtube's content ID.

            [1] By "free" I mean that original videogame music is not usually actively protected (even though it's under copyright), because publishers love when people promote their games.

          • mistercheph18 小时前
            Jeff?
        • madshougesen18 小时前
          Are you sure about the time limit?

          This VOD is over 2 years old [https://www.twitch.tv/videos/1891768073](https://www.twitch.tv/videos/1891768073)

          • moefh17 小时前
            Well, the settings page on Twitch has this help text on the "store past broadcasts" toggle:

              Automatically save broadcasts for up to 7 days (14 days for Affiliates, 60 days for Partners, Turbo and Prime users)
            
            Maybe the video you're seeing is a highlight? Either way, I can't see it because I don't subscribe to Khaldor (I used to love watching his Starcraft 2 casts back in the day, though).
    • phyzome18 小时前
      What ever for?
      • DecoySalamander18 小时前
        Supposedly for training models to generate gameplay videos, like what Microsoft (and others) have presented [0] recently.

        [0] https://www.microsoft.com/en-us/research/blog/introducing-mu...

        • wongarsu14 小时前
          Also virtual environment creation, agent training, etc. For any given game you can create a small dataset of recordings of both player inputs and gameplay footage, use that to create a model that can derive inputs from looking at footage, and then create input sequences for your huge backlog of gameplay footage. From there you can use the backlog to train AI that either recreates realistic player actions from screen inputs, or AI that recreates the entire game (like the AI minecraft)

          Not to mention the huge amount of voice samples and webcam footage you could use for more typical voice cloning, text to speech, human avatar creation, etc

      • whywhywhywhy16 小时前
        If people watch it currently then it has value in a training set.
  • taraindara3 天前
    If less than 0.5% of users upload over 100hrs, then either this is an extreme penny pinching move, or some few in that 0.5% upload a massive overage of content.
    • Etheryte19 小时前
      This is the standard outcome for any type of hosting service that starts out with low/no limitations. The vast majority of the users use it in a way that's sustainable for both parties, and then there's a small subset of users who abuse the system to such an extent that it becomes financially infeasible. Nearly every free hosting service in history has jumped through these hoops at one point.
    • nutrientharvest20 小时前
      It's the latter. Some people abuse the system by highlighting the full length of every broadcast, turning their highlights section into a complete archive of their streams, which is not something Twitch ever wanted to offer.
      • MSM20 小时前
        I don't think it's fair to say twitch "never wanted to offer" when not long ago, that behavior was the base functionality. You could rewatch everyone's entire streams forever. There was a DMCA scare at some point when streamers were getting in trouble for their old streams having music and many took down all of their history, but before then you'd see years worth of streams for people
      • fcoury20 小时前
        I did that, but not as a way to abuse the system. I used to export all my streams to YouTube directly from Twitch without downloading it first. I would just trim the beginning of the stream and sometimes split in more than one video if I had multiple content in one stream. I have hundreds of videos starting from 2018. I just thought this was ok and now I'm going through the effort of exporting them individually to a youtube account. I wish they had offered at least a way to export or download them in batch.
        • 18 小时前
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      • bogtog19 小时前
        [flagged]
        • juliangmp19 小时前
          >Asking ChatGPT That alone makes me want to discard your entire argument, but the answer is pretty simple: cost

          Hosting huge amounts of video data throughout multiple data centers is just plain expensive. Some ads isn't gonna fix that, especially since twitch already has a frustrating amount of ads everywhere.

        • umanwizard19 小时前
          Every time anyone posts anything from ChatGPT, it gets immediately and massively downvoted. It’s clear the community doesn’t want this; please don’t post it!
    • thisgoodlife3 天前
      I guess it’s the latter. If you can afford, give your users a generous offer, but never unlimited. Otherwise, some people will find very creative ways to abuse it.
      • jsheard20 小时前
        Yep, full time streamers run up a lot of hours.

        https://bsky.app/profile/authorblu.es/post/3likxmdytys2l

        Assuming ~6000kbit/sec that's about 17TB of archived video for that guy alone.

        • protimewaster18 小时前
          That's assuming none of that video is something that Twitch is storing for any other reason (i.e., other users have highlights of the same thing, or they would store the videos internally for some reason).

          It's possible the actual additional storage requirements for that specific user are minuscule, since we don't know what data they are/aren't archiving themselves, if they're doing any deduplicating, etc.

        • mqus20 小时前
          yeah, kinda, but VODs (the automatic recordings) are not covered by this change. This is about edits & uploads, so stuff you would usually put on youtube. If you're a full time streamer and stream every day, Twitch will still provide your past streams for 2 (or 3? not sure) months (or less if you're not popular) and this will not change anything for you.
        • littlestymaar19 小时前
          That's just $500 worth of storage though (and your 6Mbps is likely bit high IMHO).

          Billing the owner a few bucks each month the each thousand hours of extra storage would make much more sense than removing everything.

          • IshKebab19 小时前
            > just $500

            That's the cost for just buying disks, but storing data in the cloud costs more than that and it's an ongoing cost.

            S3 charges 1.25c/GB/month for this sort of data. So that's $200/month for just this guy. There may be 100s or thousands of these people. Easily adds up.

            • littlestymaar14 小时前
              > That's the cost for just buying disks, but storing data in the cloud costs more than that and it's an ongoing cost.

              > S3 charges 1.25c/GB/month for this sort of data.

              It doesn't cost them anywhere close that. Their competitors charge twice as less or more an still make money.

              Twitch belongs to Amazon, they are the cloud.

              Setting up your own infra to handle this is of course going to cost you a lot more than that, but when you have the infra set up then the marginal price is hardware (+ a monthly electricity bill, which is not as high as for other kind of workload).

              And even if they had to charge $200 a month, they should probably offer the option instead of just removing the content: we're talking about professionals who make money out of the platform (and earn Twitch their income), they can make the choice whether or not they can afford it.

              • IshKebab14 小时前
                > And even if they had to charge $200 a month, they should probably offer the option instead of just removing the content: we're talking about professionals who make money out of the platform

                There's no way these professionals have 6000 hours of interesting content and there's no way they would pay $200/month to store it. They're just saving everything they ever record because it's free.

                Implementing that feature would cost more money than it would ever make.

          • DanHulton19 小时前
            I don't think you've thought this through. You can't _just_ bill the owner a couple of bucks each month. You need a whole infrastructure to do that. You need to plan, design, build, test, deploy, maintain, and provide customer service for an entire new feature of your site. You need to research, test, revise and communicate what the price for storage is going to be (and handle the immediate and ongoing backlash). You need to catrgorize and plan for this new income stream AS WELL AS the costs to get it started and the ongoing costs to maintain it.

            That's all just off the top of my head, and all of that is going to be fighting against all the other projects that people want to get done, projects that are likely way more profitable and way closer to the primary goal of the company -- being an intentional streaming service, not an accidental video hosting service.

            • redserk18 小时前
              That’s just looking at theoretical costs but completely ignores the actual revenue side.

              If they annoy the most active streamers to the point they leave to another site, why should a viewer stay at Twitch versus just using another site?

              I’m assuming some of these accounts bring in far more than the $500-1000 it costs to host old video.

              Going from an unknown limit down to 100 hours with little notice shows how shortsighted Twitch was here.

            • rane19 小时前
              Doesn't the infrastructure already exist?
              • DanHulton6 小时前
                Pardon, not the storage infrastructure, but the tracking, billing, taxation, customer support, etc. infrastructure.

                It's a whole new income stream, which becomes a whole new line of business, and that business requires a variety of infrastructure to support it, especially at a large company.

              • littlestymaar14 小时前
                Of course it does, these dudes already have this amount of video stored on Twitch's server.
            • pythonaut_1618 小时前
              It’s Twitch not some indie startup.

              You’re not entirely wrong but you’re exaggerating the difficulty.

          • jsheard19 小时前
            > and your 6Mbps is likely bit high IMHO

            6Mbps is Twitches recommended ingest bitrate, and their highest quality just serves the ingested stream back to viewers without transcoding. In reality the storage would actually be a little higher still because they have to store all the transcoded lower resolution versions as well.

            • littlestymaar14 小时前
              > 6Mbps is Twitches recommended ingest bitrate, and their highest quality just serves the ingested stream back to viewers without transcoding.

              Interesting, I wouldn't have guessed that it would make sense for them with regard to bandwidth cost. TIL, thanks.

              • jsheard12 小时前
                It's a trade-off between bandwidth and encoding capacity. Twitch actually only guarentees transcoding for "partnered" streamers above a certain viewership threshold, so when watching a smaller streamer you might only be able to view the "source" quality if there isn't enough encoding capacity to go around.
      • bloomingkales20 小时前
        That’s kind of the main consideration with production LLM apps right now. Really looking for a startup that solves this out of the box (llm credit payment system that manages the reality that remote LLM usage can never be unlimited).

        Twitch will offer a premium sub for heavy users most likely.

    • tsunitsuni12 小时前
      0.5% of users is still a lot of people, especially on Twitch. Streaming with more than 11 viewers puts you in the top 3% already: https://twitter.com/zachbussey/status/1367868296473813001
  • mrkramer18 小时前
    In one of my thought experiments I was thinking would only audio livestreaming be viable social platform for content creators because audio is like 90% smaller in size and therefore you don't need to spend loads of money to setup and maintain audio livestreaming infrastructure.

    Btw, I think there is an easy option to export your Twitch content to YouTube so that's another way of saving all the content.

    • AraceliHarker17 小时前
      YouTube has tons of videos saved, doesn't it? The key difference between YouTube and Twitch is profitability. Twitch has never been profitable, and although Amazon has given them free rein until now, they're likely facing pressure to start making money.
    • vasco18 小时前
      So online radio stations? I think its been tried a lot, for decades, and while I don't listen often it is not never. I think people gravitate towards spotify "radio" without anyone talking or podcasts for this use case though.
      • mrkramer18 小时前
        Yes online radio station plus social features like Twitch and even Twitch streamers could restream their live audio to this new audio platform.

        When you think about social audio, who is number one? Spotify is music subscription service and it's not really YouTube for audio meant for content creators and SoundCloud is stuck in time and it never really took off.

        I would like to see SoundCloud reimagined with new features and ideas.

        • vasco18 小时前
          I'm not sure, maybe you have something there but I believe that if people are as engaged as you describe for social features to make sense, commenting and stuff, they want to see the person as well. We are very visual.
    • physicalscience17 小时前
      I think Mixlr (https://mixlr.com) might be sort of something you are describing. I know they have been around for a good while as well.
    • madshougesen18 小时前
      Clubhouse was pretty big for a while.

      X Spaces is also big-ish (?), but mostly used by crypto scammers.

      • mrkramer17 小时前
        Clubhouse was or still is live audio chat room for people, it's not full fledged audio livestreaming platform. Although like vasco said most of the people prefer visual content so idk how popular would be only audio livestreaming platform.
  • cwmoore12 小时前
    100 hours of video games sounds like a lot, but I’m not familiar with the use case.

    Is this content searchable in any meaningful way for the client?

  • trackofalljades19 小时前
    Archive Team? (shines bat signal)
    • monero-xmr18 小时前
      Not everything is worth archiving for all eternity. Do we really need a 300 hour Final Fantasy 7 playthrough with 3 viewers archived for all eternity like it’s the Magna Carta
      • Funes-18 小时前
        But that's missing the point of what archiving content on the Internet tends to be mostly about: you cannot possibly go through all of it and decide what's worth archiving, so you archive it all by default. Then, you can skim through it or remove whatever you choose to.
        • StressedDev5 小时前
          If you want to pay for it, go for it. I suspect a lot of content on the Internet will never be missed if it was deleted.
        • juped17 小时前
          easy for you to say, mr. el memorioso
      • tdhz7718 小时前
        When we find out John Smith played final fantasy before establishing the earliest of human rights. Maybe?
  • 15 小时前
    undefined
  • mattmaroon18 小时前
    If this is a thing that really matters, it wouldn't be that hard to build a competitor right?
    • Figs13 小时前
      The competitor already exists and at least some people are already using it: PeerTube.

      Run it yourself, and you can save whatever videos your community cares about for as long as you fucking feel like because YOU OWN IT. None of YouTube's asinine copyright strike bullshit to worry about -- if a company has a problem with your use of something they need to send you a real DMCA notice. None of Twitch's random policy change bullshit to worry about. No advertising. If your community actually gives a shit about the content then they will pitch in to pay for the hosting through Patreon, Open Collective, Ko-Fi, etc -- or mirror it themselves. Any streamer with a decent number of viewers will almost certainly have someone in the audience who is technically capable of running an instance if the streamer can't or doesn't want to DIY.

      I get being on YouTube and Twitch -- PeerTube's discoverability sucks -- but for goodness sake, take ownership of your archives! If you make videos, that is your long tail! That is your legacy! Own it!

    • brudgers17 小时前
      It is as hard or easy as finding the right people. For reference, Amazon bought Twitch for about a billion dollars instead of trying to build it.
    • claudex18 小时前
      the problem to build a competitor is the community, not the technical part. If one (or a handful of) streamer move elsewhere, most of the viewers won't follow him
      • mattmaroon17 小时前
        Of course. But we've seen it happen before. Digg had a huge lead on Reddit, angered the community enough that they left. Myspace v Facebook. Etc.

        I don't use Twitch deeply so I'm not sure if this is a big enough thing to make people switch in large numbers, but if it is, the tech stack just doesn't seem like a moat at all these days. If anything, I'd say the fact that they prune old content already sort of is the opposite. YouTube's deep content library makes it hard to compete with them. Twitch purposefully doesn't even have one.

        A skilled programmer could probably bang out a viable competitor in a week, and raise funds just as fast if the AWS bill became significant.

        • jmholla15 小时前
          Yea, but, in addition, Twitch has a very expensive business to run. Video is orders of magnitude more data than pictures and audio which are itself magnitudes above text. The costs in your example are wildly different.

          And the culture. Your examples are from the 2000s. The culture of the Internet back then was vastly different than it is today.

          > A skilled programmer could probably bang out a viable competitor in a week, and raise funds just as fast if the AWS bill became significant.

          I disagree. Where is this magic funds button? You're gonna need quite the pitch to get an investor to invest LOTS of money going up against Amazon (edit: and Google!).

        • okdood6415 小时前
          > A skilled programmer

          Running a massive video site is not as simple as throwing a bunch of skilled programmers at it...

      • AraceliHarker17 小时前
        That's exactly why Mixer failed to gain popularity, even after poaching streamers like Ninja from Twitch.
  • DeepSeaTortoise20 小时前
    Wonder if there's going to be a bidding war between sponsors on who gets to keep their videos
  • AraceliHarker18 小时前
    Isn't it mostly Twitch Partners who save a lot of videos?
    • jjice16 小时前
      I have no idea, but I'd assume the opposite. Twitch partners seem to make up the vast majority of streams from what I've seen. I you take any game and scroll down, there are so many people with 0 to 2 viewers (probably another open tab or a friend) that are generating video that would be stored, but not generating revenue unlike something like a large video game tournament.

      I'd guess it's something like 99% of content is seldom, if ever viewed, but I have no clue.

      As for videos over 100 hours, it may be mostly top streamers.

  • renewiltord15 小时前
    What I don’t get is how YouTube does this. I have all sorts of videos there for archival with very few views and they just keep them? I couldn’t blame them if they deleted the videos though I’d prefer to have some warning. This is a large amount of space for essentially socially useless junk.
  • chris_wot19 小时前
    Isn't this just happening on the highlights section? If so, seems reasonable - am I missing something?
    • protimewaster18 小时前
      I don't use Twitch much, but, based on what other users have said, I think highlights was the only part not already subjected to automatic deletion after 60 days.

      So I think the reaction is because there's no now way to keep over 100 hours of video long term on Twitch?

  • Barrin9214 小时前
    The thing I don't understand about this, why not simply charge the creator for it? I know we live in the age of rent extracting (as per Varoufakis: feudal) internet platforms but markets do actually work. Creators should be customers of a platform like Twitch and pay for services provided and this ceases to be a problem.

    If there's value in the VODs for content creators charge them for storage to at least break even, for VODs that don't get any views creators will have an incentive to delete them if they have to pay, problem solved. There's no need for arbitrary 100 hour limits or only targeting x% of creators, just use good old price signals.

    • rlpb13 小时前
      Perhaps they predict that not enough people would pay for it such that it's not worth developing such a product in the first place.