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Comment Re:Not long (Score 3, Insightful) 520

I think the better analogy is the post office.

You pay shipping to receive packages (to the post office). You also pay for the content of those packages (to whoever you bought the item(s) from).

Now more and more people start ordering stuff from Amazon. The local post office realizes that their mail trucks are filling up and they're unable to pick up all the packages they need. Some of the packages get left behind, some get crammed into the truck (and end up damaged), some make it through.

  They also notice that a third of all packages have Amazon logos.

Does the post office:

A) Use the extra money it has been receiving from postage fees to upgrade it's fleet, buy more trucks, hire more drivers, etc.

B) Pick up on Amazon's generous offer to have some items already stocked, packaged, and automatically labeled next to the Post office so that commonly ordered items can be transferred locally instead of going through the USPS's now heavily taxed fleet?

C) Extort money from Amazon in exchange for their customers receiving their packages in a timely and undamaged fashion (which their customers are already paying for).

Now you can say the main difference is that the post office is charging per package vs selling a service to its customers where they can receive a certain amount of mail (say in pounds) per day. Either way though a service is being promised, paid for, but not fully delivered.

And now to add self interest:

What if you got an ad flyer from your local post office with "Now you can order movies and books from the USPS!" while at the same time movies and books that you are paying shipping to receive from Amazon are getting delayed, crushed, or lost.

Comment Re:Netflix should get benefit from desirability (Score 1) 289

I have not seen any data, but my gut feeling is that the number is a fraction of a percentage of people who have high speed connections.

Look at it this way:

* Netflix has over 30 Million subscribers .

* According to the US Census data, 75% of US households have internet.

* 115 Million Households in the US

Some math:

115 Million households * .75 = 86.2 Million households with internet.
31 million Netflix Subscribers / 86.2 Million Internet users = 36% of households with internet in the US use Netflix. Yes, over a third.

Now add the fact that cable companies are losing cable TV customers in the hundreds of thousands *each quarter* and you can see how more and more people are depending on Netflix (and other services) to fill their video entertainment needs. The name for the trend is cord-cutting .

So based on that I would surmise that a substandard Netflix experience would be a dealbreaker for 1/3rd of all internet customers and a larger proportion of *high speed* internet customers (since people who don't need to stream video opt for the cheaper services).

Comment Re:riiiight (Score 4, Interesting) 361

This is like buying a computer case from Newegg, paying for 3 day UPS shipping, then the UPS driver that shows up to Newegg and demands a tip to pickup the package because it's too big and heavy and without the tip the package could take much longer to arrive.

The shipper shouldn't get to charge twice for a shipment. Likewise ISPs shouldn't be allowed to sell data delivery to its customers then try to also extract fees from the data providers.

Comment Re:Oh, well (Score 1) 296

I'm not going to cram my current desktop rig into my home theater, because it's a powerful machine that is capable of doing far more than spitting out a movie or playing a Steam library.

Well for you there's In-home Streaming

Per Valve:

You can play all your Windows and Mac games on your SteamOS machine, too. Just turn on your existing computer and run Steam as you always have - then your SteamOS machine can stream those games over your home network straight to your TV!

The streaming function doesn't require a beefy machine ( even Tegra 3/4 devices can handle it).

Comment Re:never gonna happen (Score 1) 156

What impy is referring to is say for example, you're in a vehicle. The vehicle (and you) are moving in the game, but your head (and body) is not so won't be experiencing the actual acceleration. Or for a FPS you might jump down a ledge (in game) but again, the whole time your feet are firmly planted on the ground in RL. You would need a system with actuators to jostle and tilt you in the right directions to simulate that. Something like this .

Comment Re:never gonna happen (Score 1) 156

If I recall the earlier specs, it had a gyro and accelerometer (like a modern smart phone) so it could track your head *movements* but it had not reliable way to position your head in 3D space (any effort to do so would require initial calibration (tell the SW my head is right now 5 ft from the floor) and go from there and hope the errors don't creep up over time. The external camera they added (which gets pointed to the user) seems to be a more robust way to determining the exact location of your head and thus matching it to the virtual world would be easier (and more accurate). The separate reference point eliminates creep up errors (accelerometer detected .5cm down but only 4.998 up when you slouched and re-straightened). Quick google search yielded this: http://www.extremetech.com/gaming/133905-oculus-rift-is-the-world-finally-ready-for-virtual-reality-games

The reason many people can’t read or watch a video in the car is that focusing in on the page or screen tells your body that it’s perfectly stable and unmoving. Your vestibular system, however, still senses the movement and vibration of the vehicle. This creates cognitive dissonance. Scientists believe that the nausea we feel as a result is an evolutionary adaptation to eating bad or toxic food. If one system is reporting movement and the other isn’t, it’s time to pull the big Reverse lever and send your dinner back.

So in short, the better they can match RL movement to the VR world (not just lag, but precision of movement and overall head location) the lesser the chance of nausea.

Comment Re:never gonna happen (Score 3, Informative) 156

20 minutes in Half Life got me feeling quite queezy

And I believe this is why the consumer version has been delayed. They've identified possible sources for the VR nausea (lag, lack of head *position* tracking) and are working to resolve them.

I'm OK with the delays while they iron out these issues as I'd prefer a VR headset that has a lasting market presence to one that is introduced and in bargain bins in 3 months due to wide spread reports of users getting sick with minimal use. That said... I'm am seriously giddy about this thing.

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