THIS 15-SECOND ANIMATION EXPLAINS THE BASIC MATH OF HOW... ROBLOX PAYS DEVELOPERS. WHAT IT DOESN'T EXPLAIN IS THAT THE TOP GAME ON THE PLATFORM EARNED OVER $1 BILLION IN LIFETIME REVENUE FROM THE EXACT SAME FORMULA. NOBODY OUTSIDE GAMING TWITTER IS PROCESSING WHAT THIS MEANS. The formula is brutally simple. 100,000 Robux converts to $350 USD through DevEx. Top games earn billions of Robux per year. That math creates real billionaires in real bank accounts while parents tell their kids to stop playing video games and study for a real career. Here are the numbers from the last 12 months that should change how you think about this platform. Steal a Brainrot crossed $1.1 billion in lifetime revenue from a game that looks like a kid built it in a weekend. The mechanics are basic. The graphics are rough. The execution timing was perfect. The numbers don't care about quality. They care about retention. Blox Fruits earned $29 million from Premium Payouts alone. Not from in-game purchases. Not from game passes. From a passive revenue stream most developers don't even know exists. The total revenue across all streams is closer to $1.9 billion across the game's lifetime. A solo developer named ReallyReal earned $21,000 in his first month from a basic incremental tycoon game built without hiring anyone. He was living paycheck to paycheck 60 days before recording the video showing his Creator Hub dashboard. A different solo developer made $52,500 from an aimbot arena game built in 3 hours using free models with zero original code. Roblox developer payouts hit $923 million across all creators in 2024. The number cleared $1.4 billion in 2025. The trajectory for 2026 is $2 billion plus. Now here's the thesis after watching this economy for 18 months. The Roblox economy is the App Store 2008 moment that nobody outside the platform recognizes. The first wave of developers who shipped on iPhone in 2008 became millionaires by 2012. The kids shipping on Roblox in 2025 will become millionaires by 2027. The parallel is exact. A new platform. A new monetization model. A new generation of builders who understand the audience better than the previous generation. A 4-year window before saturation kills the easy money. We are 18 months into that window. What I learned watching the Roblox creators ship over the last year applies to every emerging platform. Niche selection beats execution. Shipping speed beats perfectionism. Cultural awareness beats technical skill. Distribution mechanics matter more than feature depth. These same principles apply to AI agent platforms launching in 2026. They apply to spatial computing platforms launching in 2027. They apply to whatever comes after that. The kids who learned the playbook on Roblox will dominate the next 3 platforms because they already understand how attention economies work. The parents who told them to stop playing games will spend the next decade wondering how their kid built a 7-figure business at 17. This is the last thing I'll write about Roblox for a while. The economy is real. The opportunity is open. The math is verified. Open Roblox Studio this weekend and ship something or accept that you're watching the platform from the sidelines while teenagers in Manila and Lagos and Buenos Aires build the next generation of digital wealth.show more

Deydara
25,456 görüntüleme • 5 ay önce
THIS GUY SHOWED HOW HIS BROTHER MAKES $15,000 A... MONTH MAKING ROBLOX GAMES WITH CLAUDE, WITHOUT WRITING A SINGLE LINE OF CODE HIMSELF No dev team. No publisher. No computer science degree. Just a $20 Claude subscription and the Roblox Studio game engine. He doesn't write code by hand or build game logic manually. Instead, Claude acts as his personal programmer. Here is how the system works: he types what he wants in plain text: "create a script for a leaderboard" or "write a coin saving system" → Claude generates a ready-to-use piece of Lua code → he copies and pastes it directly into Roblox Studio → the game gets packed with mechanics. And if something breaks, he just drops the error into the chat, and Claude provides detailed instructions, a list of fixes, and the corrected code. What would take a beginner weeks of studying documentation gets done in mere hours. The money here doesn't come from subscriptions but from inside the game: players buy in-game items, passes, and cosmetics with Robux -> Roblox's currency. The creator then officially exchanges the accumulated Robux for real money through the Roblox Developer Exchange program. He simply describes the kind of game he wants. Everything else -> from the very first line of Lua to a working game mechanic -> is handled by AI. What do you think Claude Fable is capable of and how much money can he make you?show more

Ridark
23,914 görüntüleme • 4 ay önce
🚨 ROBLOX IS ALLOWING S*XUAL DANCES ON THEIR PLATFORM... TO BE SOLD TO CHILDREN. 🚨 They’re being sold by a group of people who own Condo games. Having people buy the emotes to use in their game from the Roblox Marketplace allows them to hide what they do inside their games. The items are usually linked inside the games so players can buy them directly, giving the Condo owners money bypassing Roblox’s auto moderation. I will link the profiles and groups involved in this operation.show more

RoRapTV
63,430 görüntüleme • 7 ay önce
$14,000 a month, and the only thing that isn't... real is the girls The followers are real, the likes are real, the revenue is real > three TikTok accounts, 45,000, 95,000, and 145,000 followers > over 6 million likes, one video at 2.4 million views > all three on OnlyFans at $19.99 a month > $50 for a personal message, the reply comes from ChatGPT A guy I know built all of it in five months from one free evening the audience never met anyone, because there's no one to meet, and they pay anywayshow more

Kiyoro
20,358 görüntüleme • 4 ay önce
Meta just killed the product it renamed its entire... company after. Horizon Worlds VR goes dark June 15. The “metaverse” that Zuckerberg said would reach a billion people and host hundreds of billions of dollars in digital commerce peaked at 200,000 monthly users. For context, a single popular Roblox game gets more traffic than Meta’s entire virtual universe ever did. Reality Labs has now burned through roughly $80 billion in operating losses since 2020. In Q4 2025 alone, the unit lost $6.02 billion while generating $955 million in revenue. That means for every dollar Reality Labs brought in, it spent more than six. Here’s what $80 billion actually bought: legless avatars that became a meme, a Wendy’s metaverse collaboration called the “Wendyverse,” Godzilla tie-ins nobody asked for, and a platform where 91% of user-created worlds were never visited by more than 50 people. The rebrand was October 2021. The layoffs started in 2022. By 2025, Zuckerberg was personally slashing the metaverse budget 30% and recruiting AI talent from OpenAI and Apple. In January 2026, 1,500 Reality Labs employees lost their jobs. In February, Meta announced Horizon Worlds would become mobile-only. Today, they set the execution date. The mobile app that survives is competing against Roblox, Fortnite, and every other social platform that built their user base without $80 billion in subsidies. Meta’s own ad business generates over $200 billion in annual revenue. Reality Labs generates lawsuits, memes, and quarterly losses. Zuckerberg changed his company’s name to Meta in 2021 because the metaverse was the future. In 2026, the future is a mobile app.show more

Aakash Gupta
100,081 görüntüleme • 7 ay önce
The world just paid $2 trillion for a rocket... company that lost $4.9 billion last year. And the rockets are not why it lost the money. They are the only part making any. SpaceX went public Friday, the largest IPO in history. Up 19%, a $2 trillion valuation, Elon Musk the first trillionaire. Then you open the filing. Three businesses sit inside it. Starlink, the satellites, brought in $11.4 billion, 61% of all revenue, and $4.4 billion in profit. It is the only piece that earns a dollar. The rockets that land themselves run a small loss reinvesting in Starship. And the AI arm, Grok plus the app once called Twitter, folded in this February, lost $6.4 billion in a single year on $12.7 billion of spending. Read that again. The satellites pay for everything. The AI loses more than the satellites make. And the AI is the part the market fell in love with. It gets bolder. The prospectus claims a total market of $28.5 trillion, the largest any company has ever put in a filing. Larger than the GDP of the United States. That is the number underwriting a $2 trillion price tag built on a division bleeding $6 billion a year. Now the structure. About 4% of the company trades. That sliver sets the price for all of it. Musk is locked up for 366 days and holds roughly 80% of the votes. The public bought a company they cannot steer, priced on the one segment losing the most. This is the whole year in one ticker. The profit is satellites. The story is AI. The market bought the story. The rockets were never the risk. The risk is a $2 trillion price resting on the one bet that has yet to make a cent.show more

Shanaka Anslem Perera ⚡
722,338 görüntüleme • 5 ay önce
let me explain what's actually happening with $ZOE and... why most of CT is gonna miss this entire window @charmsai is launching their public platform this month. character economy. AI characters that are tokens, tokens that are characters, every trade pays creator fees forever. $ZOE is the first one. live this week on Base, deployed through clanker.world. CA: 0xC29832025E7652ef58D15F7fA3e232A2fDfaaB07 three things you need to clock: 1. this is the platform's launch token. not a random clanker. the FIRST character ever shipped from Charms, used by the team to demo what the entire economy will look like once public launch hits. every other character coming after $ZOE references $ZOE. that's a specific kind of asset and the market historically misprices these on day 1. 2. the creator fee model is the real bull case. Charms straight up posted: if you had launched Zoe, you'd have made $15K+ in fees in 24h. that number tells you exactly how much volume they're routing through this thing. 0.8% of every single trade goes to creator. perpetually. now imagine that fee tap on a token that becomes the reference asset for an entire AI character economy. 3. they're paying $15K + 3 months of fees to top 3 posters. think about what that means. they have so much confidence in the volume this thing will do that giving away 3 months of creator fees is a worthwhile marketing budget. teams don't do that math unless they expect the fee pipe to be massive. Clanker as the deployment layer is also not a footnote. CLANKER itself runs a revenue -> buyback flywheel. that infrastructure is battle tested. $ZOE plugs into a system that already works. the setup: - first character from a platform launching this month - pre-public-launch entry window - proven fee mechanics - Clanker rails underneath - team aggressively seeding distribution i'm not telling you what to do. i'm telling you the structure of this launch is one of the cleaner asymmetries on Base right now and the entry window is measured in days not weeks. if you wanna talk to her first. then decide. NFA. obviously.show more

toxacnphnk.eth
13,960 görüntüleme • 6 ay önce
Three of the biggest companies in the world are... going public at the same time. The market has never seen anything like this. And this is how major bubbles peak. SpaceX is targeting a June 2026 IPO raising up to $75 billion at a $1.5 trillion valuation, the largest IPO in human history, bigger than Saudi Aramco's $29 billion raise in 2019. OpenAI is filing with the SEC targeting September 2026, raising at least $60 billion at a $1 trillion valuation. The company is losing $14 billion this year alone and won't be profitable until 2029. Anthropic just raised $30 billion in February 2026 at a $380 billion valuation. Its valuation has increased 15x in just 14 months. It is now preparing what could be a $900 billion private round before going public. Combined, these three IPOs could pull $200 billion from global capital markets. That is real. That is unprecedented. And here's the real risk. OpenAI is projected to lose $44 billion cumulatively before reaching profitability. Anthropic's valuation has risen 15x in 14 months on the same underlying business. Both companies are being priced for perfection at a moment when the first companies to actually deploy their products at scale are blowing their AI budgets and cancelling licenses. The real liquidation pressure from these IPOs doesn't even arrive at listing day. It arrives 180 days later when lock-up periods expire and early investors and employees can finally sell. That is when the real rotation happens. The S&P 500 concentration risk is genuine. The Magnificent 7 now represent 36% of the entire index, higher than the dot-com peak in 2000. If any of these companies disappoint, the index follows. That is not a conspiracy. That is basic math. Three historically unprecedented IPOs. $44 billion in projected OpenAI losses. An AI capex cycle that must deliver ROI. Lock-up expirations six months after listing. That combination is what you must pay attention to, as it often break cycles.show more

Crypto Rover
70,039 görüntüleme • 5 ay önce
The robotics industry is about to go through the... same shift software did 10 years ago. Here's why the next billion-dollar robotics company will be built by a creator — not a corporation 👇 1/ Corporate robotics requires millions in capital, years of R&D, and a massive team just to ship a product. Creators with the right platform can prototype an idea in weeks, validate with real customers, and iterate fast. 2/ This isn't theory. It's the same pattern we saw with: GitHub → software developers App Store → mobile creators YouTube → video creators Every major platform shift minted a new class of independent builders. Robotics is next. 3/ The barrier isn't talent. There are brilliant engineers everywhere — Ohio, Lagos, Mumbai, Berlin. The barrier is access. Access to tools, infrastructure, and a platform that lets them build and monetize. 4/ That's exactly what $ROBA is building — an open platform where creators build, train, share, and monetize robotic behaviors. No corporate gatekeepers. No vendor lock-in. Just creators owning their innovations. Join the revolution today.show more

Roba Labs
15,225 görüntüleme • 6 ay önce
The last year has been a study in silence.... While the creator economy raced forward on fragmented rails, we took a different path. We didn’t chase hype. We didn’t ship for noise. We built. Because what creators need is not another platform competing for attention. What they need is a foundation. Donatuz began as a simple solution to a visible problem: fragmented monetization. Subscriptions in one place, calls in another, streams somewhere else. No creator could operate from a single source of truth. But the deeper we went, the more we realized that fixing fragmentation was just the surface. The real work is about architecture. And that’s where our story truly begins.show more

Donatuz
40,528 görüntüleme • 1 yıl önce
Has been a while since I've given an update... so here's a breakdown of where Sappy is at right now and what we're focusing on going into this year. Pre-amble: With altcoins & NFTs the market is definitely not the same as it was before. I think this is obvious to everyone but I've noticed there are still japanese soldiers that are convinced old tricks and mechanics work. They don't. Liquidity is thin; people want to bid assets that feel like "real companies" not vacuous memecoins. There's still room for memecoins, social currencies, and "utility tokens" (I would say without these functions, tokens are hard to justify versus equities). I'm not part of the camp that thinks there will never be hyperspeculation in crypto again, because there will be; we all love ponzis and PvPing each other onchain. Just not with solved games -- people need something new and fresh. So the overarching plan is to continue building for users, sustainable revenues that aren't tied to directly to crypto, and doubling down on the areas that we've already found PMF / Brand Market Fit. Then leaning into crypto during cyclical periods where liquidity is sloshing around at an accelerated rate. Where we've found early PMF / what we're leaning into: Roblox: we're going to continue to go hard and accelerate here. It's our main objective to ship more seal/brainrot focused games across most genres to cast as wide of a net as we can for the brand, and to also iterate and see what works and stays sticky. Our initial incursion into Roblox was very successful peaking at 2M+ MAU and still sustaining a large portion of that player base... for all of its success, that was a relatively amateur first attempt; we've been setting up better AI pipelines for Roblox development that makes it reasonable to ship many more games and 10x those player counts in totality. It's my belief that Roblox is the sandbox whose audience will be the most valuable on the internet once they are grown up. That intense feeling you get when you see a TikTok referencing an old game you enjoyed on the PS2 or the Gamecube, or when you see a Pokemon card is the exact same feeling the youth of today will get when reminiscing on the things they enjoyed engaging with when they were younger. Fortnite and Roblox are functional equivalents to the old school consoles and exactly where that is taking place. Which is why as much as I care about scaling revenues through Roblox, the long term brand equity gained purely through being popular on the platform is totally invaluable. It also can heavily convert to merchandise sales today if all touchpoints for the brand are dialed in (which is why brands get overcharged so much by Roblox dev shops for the same ROI that only cost us a few thousand $). We have the playbook, it's just about iterating new concepts and then aggressively scaling. Brand Expansion & Merchandising: I've started to create a content pipeline that is easily repeatable, cost efficient (costs next to nothing through either AI or smart reusable concepts), while still being very tasteful and meeting our quality standards for the brand. We are mostly focusing here on reaching people where they're at through nostalgic/emotional content, or just being visually stimulating through carefully curated aesthetics. Content that isn't superficial and touches people in a memorable way. I've attached some examples to the post so you can see what I mean rather than just read it. I don't think it's long until larger brands start doing this at scale, but it's always good to be ahead of the curve and most importantly winning on taste -- knowing what will resonate with people and what won't has always been our edge. The purpose for these accounts is not only to rack up attention but also to begin converting those into sales of both of physicals (plushies & gacha collectibles) and digital avenues like our games, and any other apps we produce. Because they're offshoot accounts it's also a lot easier to be aggressive/experimental with said conversion strategies. Sappy Studio: I'm wrapping everything like Omnia, and everything else into this category because they're all tangentially related. Beginning with Omnia, our current focus is gearing up for Season 0 which involves players competing in the ranked ladder for a prize pool that has rewards through Monad Momentum as well as a player-funded prize pool. This season will be fairly simple with us mostly logging retention, deck building habits, as well as qualitatively observing how aggressively players push the combat system. Deeper monetization wont exist yet outside of the player buy-in (to be eligible for P2E rewards). Beyond that our overarching principle this year is to focus heavily on risk-to-earn mechanics where a portion of that excess value is circular i.e. revenues flow back to prize pools or other parts of the economy, treating the game almost like a protocol where the objective is to amass TVL or player liquidity. Social is also a big focus, and that means implementing the Open World hub which from an infrastructure perspective has already been built out and tested by all of you previously. Right now we are scaffolding the environment in 3D and working through how that hub should look and feel, so players are excited to hang out & idle together while they're queuing. For sappydotlol, what I'm about to say is still early days from a design perspective so a lot can change, but I'm pushing the site in the direction of being a virtual game console. An intersection between Nintendo & Myspace where users can play, trade, and socially interact in a way that's deeply personalised; a breathe of fresh air from the hostility of the current internet. If you go back to my thesis on Roblox above and the game console references, you can kind of see how this will all sequentially tie together. In essence, the strategy is to acquire a critical mass of players through traditional platforms like Roblox, and use that attention and trust to provide an onboarding funnel for web2 users into our own sandbox filled with a mixture of our own browser-based experiences as well as an aggregation of others. The aim is to make the platform a breath of fresh air & bunker from the enshittified platforms like TikTok/IG/X where users are actually served in ways that delight rather than agitate, and where self-expression is incentivised. Closing: As always everything here is subject to change but I've never felt more conviction in our direction until now; I know exactly what we need to do and how, with everything aligning with our team's strengths. Very excited and grinding through things to the point where I'm getting headaches and can't sleep from being hyperfocused for long periods of time lol. There probably has never been a better time to join the ecosystem from a price to fuck around and find out perspective.show more

wab.eth
18,380 görüntüleme • 10 ay önce
Elon Musk gave the entire entertainment industry its expiration... date, and he is the one building the thing that kills it. Musk: “My guess is that we see the first compelling half hour, pure AI show next year.” Next year. A complete show generated entirely by AI. No writers. No actors. No cameras. No sets. No crew. No studio. Just a prompt and enough compute to render a reality that never physically existed. And shows are the easy part. Musk: “I say probably we’re maybe three years away from AI does the whole video game.” A show plays the same way every time. A game has to generate a living world that reacts to every decision in real time across every single frame. That is a fundamentally harder class of problem. And Musk put three years on it. Right now a single AAA title takes seven years and half a billion dollars across thousands of engineers and artists just to ship it. Musk is describing a world where one person types a paragraph and gets something comparable. The entire value proposition of a multi-billion dollar industry lives inside that gap. And it closes in thirty-six months. But the prediction is not the story. The person making it is. This is not an analyst speculating from the sidelines. This is the man building the largest AI compute clusters on the planet. The man who built xAI from zero in under two years. The man stacking hundreds of thousands of GPUs into facilities designed to do exactly what he is describing. When Musk says three years, he is not guessing about what someone else might eventually ship. He is reading you a delivery date off his own roadmap. Every media company on Earth is valued on a single assumption. That quality content is expensive and difficult to produce at scale. That one assumption is the structural foundation underneath every studio, every network, and every publisher in existence. Musk is dismantling it with raw compute. The studios still parading thousand-person production teams are not demonstrating strength. They are advertising the exact cost structure that one person with a prompt and a GPU allocation is about to make irrelevant. And it does not stop at entertainment. If AI can generate an interactive world that responds to human input in real time, it can generate anything. Advertising. Architecture. Training simulations. Product design. Every industry built on humans manually constructing visual experiences frame by frame is sitting on the same countdown Musk just read out loud. Now zoom out. Because this is not just an industry story. For the entire history of human civilization, the distance between imagining a world and actually creating one required thousands of people, millions of hours, and billions of dollars. That distance built Hollywood. That distance built the gaming industry. That distance made content scarce and studios powerful. Musk is collapsing that distance to zero. When the gap between imagining something and it existing disappears, every business model built on the difficulty of creation disappears with it. That is not disruption. That is a full inversion of how human beings create. Musk did not make a casual prediction on that podcast. He told you what he is building. He told you the timeline. And he told you which industries do not survive it. The entertainment industry is still debating whether this future is real. Musk is not part of that debate. He is building. And he just told you the delivery date.show more

Dustin
22,522 görüntüleme • 3 ay önce
In a new study from MIT and the University... of Queensland, 272 international experts were asked to judge the biggest risks from AI between now and 2030. They concluded that 18 of the 24 risks they looked at each carry at least a 1 in 10 chance of a catastrophic outcome, which they defined as something that kills more than a million people or wipes out more than 100 billion dollars. The risks they worried about most were not science fiction robots. They were AI being used to build weapons, launch large scale cyberattacks, and concentrate power and money in very few hands. None of this is a prediction that it will happen. It is a measure of how seriously the field's own experts take the danger. And the numbers are not small.show more

Anonymous
56,850 görüntüleme • 3 ay önce
THIS IS F**KING GOLD he highlighted half a sentence.... the other half is the whole answer. $750 TO $55,000+ that range sits in the same google snippet at 0:13. the highlight stops at $2,000 to $6,000 per million views. the sentence doesn't. it continues with the three things that decide which end you land on: niche, audience location, and whether you publish short-form. this video is kids content, in shorts, generated at volume. that's the bottom of all three. a channel set as made for kids can't serve personalized ads a legal requirement, not a youtube preference so contextual is all that runs, and contextual pays a fraction. shorts are paid from a pooled model that splits ad revenue across the feed rather than per video. stack those two and you're not in the $3,000–$7,000 band at all. the hooks says $780/day. and to be fair: the setup works. the images render, the shorts export,the pipeline is real. what doesn't survive is the arithmetic on the other side of it. full breakdown in the article below.show more

Mayor.
126,086 görüntüleme • 1 gün önce
THIS IS F**KING GOLD he highlighted half a sentence.... the other half is the whole answer. $700 TO $65,000+ that range sits in the same google snippet at 0:13. the highlight stops at $4,000 to $7,000 per million views. the sentence doesn't. it continues with the three things that decide which end you land on: niche, audience location, and whether you publish short-form. this video is kids content, in shorts, generated at volume. that's the bottom of all three. a channel set as made for kids can't serve personalized ads a legal requirement, not a youtube preference so contextual is all that runs, and contextual pays a fraction. shorts are paid from a pooled model that splits ad revenue across the feed rather than per video. stack those two and you're not in the $2,000–$5,000 band at all. the hooks says $630/day. and to be fair: the setup works. the images render, the shorts export,the pipeline is real. what doesn't survive is the arithmetic on the other side of it. full breakdown in the article below.show more

Mayor.
365,071 görüntüleme • 2 ay önce
how to start a faceless youtube channel in 2026... with affiliates that actually makes money i've written 5,000+ scripts across 50+ niches. here's the exact process i'd follow if i had to start from $0 tomorrow STEP 1 - pick a niche with money in it, not one you "like" a million views from teenagers and a million views from 55-year-olds are not the same paycheck. finance, retirement, sleep, and world politics pay 5-10x what entertainment does because the advertisers are different. boring + high CPM beats fun + broke. every time. STEP 2 - steal what already works don't reinvent anything. find 5 channels that went from 10k to 100k recently (not the giants the ones who just broke through) and study what they changed. their titles, their hooks, their first 30 seconds. STEP 3 - the script is 70% of everything a mediocre video with a great script beats a beautiful video with a boring one every single time. cold open on the most intense moment. new question every 30 seconds. never let them guess what's coming next. if you can delete a sentence and lose nothing, delete it. STEP 4 - package it or it dies nobody sees the video. they see the title and thumbnail first. one visual, one emotion, 3 words max on the thumbnail. a title that makes NOT clicking feel like a mistake. 40 good videos die every day because of 40 bad titles. STEP 5 - make money before youtube pays you affiliate links in the description from video 1. an email freebie by week 2. a $19 guide by month 2. you should earn before adsense ever turns on. waiting for monetization is the #1 beginner mistake. STEP 6 - read the retention graph like scripture it tells you the exact second people left and why. cliff in the first 30s = fix your intro. dip in the middle = that's the sentence that bored them. it's the only feedback that matters. that's it. that's the whole game. the niche is your ceiling. the script decides how close you get to it. i post this stuff daily. follow so you don't have to learn it the slow, expensive way like i did.show more

Tryahd
42,048 görüntüleme • 2 ay önce
The companies racing Elon Musk to build AI are... paying him more than 2 billion dollars a month to do it. Anthropic pays SpaceX 1.25 billion dollars a month. Google pays 920 million. They are not buying rockets. They are renting compute, the scarce Nvidia chips that train frontier models, from a data center in Memphis called Colossus that Musk's rocket company now owns. SpaceX folded xAI into itself in February, and with it the 220,000 chips built to train Grok. Then it rented them to Grok's rivals. Anthropic took the entire first building. Google leased 110,000 more. The contracts signed so far run past 80 billion dollars. SpaceX is no longer a rocket company that dabbles in AI. It is one of the largest AI compute landlords on Earth, and its biggest tenants are the rivals it is trying to beat. Musk is not choosing between building AI on the ground and building it in space. He is using one to fund the other. The 80 billion in ground contracts is the cash engine. Starmind, the million-satellite constellation built to leave the ground behind, is what the cash builds. So the rivals are financing his exit from the planet. Every dollar Anthropic and Google pay for compute in Memphis helps fund the orbital network designed to strand them on the surface. They are paying the toll on the road they are trying to win, and the toll is building Musk a road no one else can reach. The piece works out who is really renting from whom.show more

Shanaka Anslem Perera ⚡
97,964 görüntüleme • 4 ay önce
Nobody is going to believe me that this game... is built on the same codebase as the one in this video from 2022show more

chip
18,949 görüntüleme • 4 ay önce
🇺🇲 Trump: "We received so much oil from Venezuela... that we earned about 25 times the cost of the war." 🇮🇷 "The actual cost of the war for the US is $29 billion, while the revenue generated from Venezuelan oil is $2-3 billion." Everyone now knows the US is led by a liar.show more

GBC
2,566,570 görüntüleme • 4 ay önce
he highlighted half a sentence. the other half is... the whole answer. "$500 TO $40,000+" that range sits in the same google snippet at 0:13. the highlight stops at "$2,000 to $5,000 per million views." the sentence doesn't. it continues with the three things that decide which end you land on: niche, audience location, and whether you publish short-form. this video is kids content, in shorts, generated at volume. that's the bottom of all three. a channel set as made for kids can't serve personalized ads — a legal requirement, not a youtube preference — so contextual is all that runs, and contextual pays a fraction. shorts are paid from a pooled model that splits ad revenue across the feed rather than per video. stack those two and you're not in the $2,000–$5,000 band at all. the hook says $453/day. and to be fair: the setup works. the images render, the shorts export, the pipeline is real. what doesn't survive is the arithmetic on the other side of it. full breakdown in the article below.show more

riVeN
47,722 görüntüleme • 2 ay önce