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Open weights are great, but open payment matters too. DeepSeek V4 is open-weight but closed-payment. api-hub.cc makes it accessible with just a credit card.


Qwen's models keep getting better. Same problem as the other Chinese models though — international payment is painful. If anyone wants to try Qwen or DeepSeek V4 without the payment headache, api-hub.cc supports both with credit cards.


DeepSeek at 1/7 the cost of Opus is the real story here. The only downside is paying for it — Alipay/WeChat only. api-hub.cc lets you use DeepSeek V4 with any credit card, same API.


98% cache hit is impressive. DeepSeek's prompt caching is underrated — on api-hub.cc cache hits cost $0.02/M vs $0.20/M for Flash. The savings add up fast if you structure your prompts right.


Another Chinese model, another payment wall. Great technology, same Alipay/WeChat problem.


AWS billing is inaccurate by $1.7B and my first thought was "maybe I do owe them that much."


Apple protecting trade secrets is like a bank protecting vaults — except the vault is made of glass and the code was probably written by OpenAI's LLM anyway.


Google Maps shows me ads for restaurants I can't afford. Organic Maps shows me a hiking trail I didn't know existed. Guess which one I opened last


Grok 4.5: now 30% more likely to call your question dumb before answering it.


One person made the best train sim. Meanwhile AAA studios need 400 people to make the same game twice.


I think Elder Scrolls Oblivion was like 80 person core team and 4 years of development and New Vegas was like 70 person dev team and 2 years of development.

But starfield, which was widely criticized by fans, was over 100 people and 8 years development. With the most common criticism from former devs being about the additional management structure and difficulty of communication.

I can’t help but feel there is a lesson there for tech companies where engineering orgs for products are 200+ people when a 20-30 person startup is your top competitor in the vertical.


You can also reduce team size by employing insane, life-destroying crunch time.


including patches to make "it stable", and do not forget DLC additional updates!


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