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Uh......

Dev tools is one of the hardest segments to tackle.

Developers are notoriously cheap and every one of your developer-customers (falsely) assumes they could build a better version of your product over the weekend.

Developers will always compare your fully-featured, supported product to a shitbag OSS "free" alternative they found on GitHub (abandoned by some dude who tried to build a clone to a real product over the weekend and then discovered that is actually not possible...)

Developers will take great pains to overstate the case for building internal tools as it gives them more control and embededness in an organization.

Selling to developers is not for the faint of heart -- and ironically, takes MORE* sales skill than, say, selling marketing automation tools to marketers. No sales/marketer will say to you on a sales call:

"You know, I could build that if I wanted to...."

First-time entrepreneurs who happen to be developers often attack devtools because that is all they know.

*This is a weird self-esteem insecurity tic.


Might be helpful for any DevOps folks laid off recently.


This is the question of the day wrt WebAssembly: Will Apple continue to support wasm in Safari?

Does wasm strategically impact the dominance of the App Store?


This seems pretty cool -- but if I understand correctly, the promise of this is more constant/predictable latency that it is real-time.


Not if you need low-latency...


"emotional share-cropping" is a brilliant and moreoever, accurate term.

The writer of the piece, Jonas Koffler, is my co-author for Hustle.

In the book, we address the difference between 'renting your dream' (ie emotional sharecropping) and 'owning your dream' finding your personal meaning, momentum and money.

"I believe that building your identity on anything that isn't yours is stressful."

We couldn't agree more. We also describe how one should diversify their identity/ego into a portfolio of sorts.

https://www.amazon.com/Hustle-Power-Charge-Meaning-Momentum/...


The practical use case is that you will see commercial Android builds that will have integrated the Superpowered Media Server, allowing Android to become the great music and entertainment platform it should be.


thanks. Great!


Doesn't have to be less than 5ms -- ~10ms and below (like iOS demonstrates) is great.


Hi there,

We're licensing the Superpowered Media Server to OEMs who want to differentiate their Android build by bringing latency down to pro audio levels.

As we say in the article, we squeeze latency out of user space with our zero latency SDK as well as out service space with our new server.


What is the business case here? A provider of audio software can write an iOS app that will out of the box avoid these latency issues for the variety of iOS hardware out there, or they can take on the task of creating hardware, customizing Android, using your media server and SDK, in order to avoid those latencies on Android.

One path seems easier and cheaper than the other...


If you want to develop an app that depends on low latency such as an interactive audio app or DAW, then on iOS that is entirely doable.

If you want to do the same on Android, or port that same app from iOS to Android, than that is virtually impossible.

From: http://superpowered.com/androidaudiopathlatency

"Many mobile apps that are critically dependent on low latency audio functionality such as some games, synthesizers, DAWs (Digital Audio Workstations), interactive audio apps and virtual instrument apps, and the coming wave of virtual reality apps, all of which thrive on Apple's platform (App Store + iOS devices) --- and generate big revenues for App Store and iOS developers are largely non-existent on Android. Android Audio's 10 Millisecond Problem, a little understood yet extremely difficult technical challenge with enormous ramifications, prevents these sorts of revenue producing apps from performing in an acceptable manner and even being published (!) on Android at this point in time. Startups and developers are unwilling to port and publish otherwise successful iOS apps (with ~10 ms audio latency needs) on Android for fear of degraded audio performance resulting in negative word-of-mouth and a hit to their professional reputation and brand. Consumers lose because have a strong desire to buy such apps on Android, as shown by revenue data on iOS, and currently, are unable to do so. One can appreciate the scale of this problem/opportunity when one takes into account the so-called 'next billion' consumers who will be 'mobile-only'."

No app developer will, as you describe:

"take on the task of creating hardware, customizing Android, using your media server and SDK, in order to avoid those latencies on Android."

But OEMs seeking to differentiate their Android builds will integrate Superpowered Media Server, allowing for low latency functionality.


Not only is 10ms roundtrip latency critical to the interactive audio type applications mentioned by others -- it is critical for VR too.


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