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Comment Re:Call me crazy... (Score 1) 88

My BLU Studio Energy 2 wasn't particularly huge (though a touch heavy), had a 5000 mah battery and lasted for quite a bit.

I got 24 hours of on battery (at 18% left still) with 8.5 hours of screen on time.

It also had a pigtail for USB otg charging, I could revive someone else's phone and still get a solid day of regular heavy use.

On most phones the screen is the highest consuming part, and there's limits to how much that can be reduced (in the end, brightness is energy).

I think you misjudge how big/small a battery is needed to reach this goal, the makers simply don't seem to care, and only do the big batteries on the phablet sized phone.

Comment Re:How do they compare? (Score 1) 151

There's more to VR though (doesn't mean it will work out, but it may).

3D TV was offering nothing but depth perception, it showed the exact same thing as 2d TV.

With VR there's a new way to interact.

I'm not saying it will take off, I haven't even used it, but I do think there's a chance. With the TV no killer app could even be made, with VR, there's at least potential that someone developes a killer app.

Comment Re:If the k+m is mapped onto the controller... (Score 1) 262

So, my point is addressing this paragraph:

Since the adapters need to map the K+M onto the controller, it means they are bound by the same limitations that the controller is. It's not like using a DPI mouse on a PC... with precise movements are picked up (move 700 dots left, 250 dots up, etc).

I don't believe the move 700 left 250 up is meaningfully different than a vector from a joystick by the time it hits game input.

The translation device can do the linear motion to vector of acceleration translation and have the same ultimate input go to the game.

I think the improvement from a mouse comes not from the dots being more precise but the ability to move more erratically as you say. I can cruise the mouse very fast right to very fast right quicker than I can swing around an analog stick.

I think the matching system should account for the major difference in player quality with mouse Vs non mouse though. Worst case scenario, someone needs a readily available adapter in the normal price range of console accessories to compete at the top tier, doesn't seem like a big deal to me.

Comment Re:If the k+m is mapped onto the controller... (Score 1) 262

That's what I would expect.

The limitation of "sending joystick input" seems meaningless too me. The reason the mouse is so much better isn't that it sends presice dots, it's that it sends vectors far more presicely from the human than a joystick can do.

Unless a game has a nerfed max directional input, or the steps of it are too course, a good mouse movement to joystick position map should be indistinguishable from a mouse input for the user.

I'm curious though, of you can flip around a joystick as fast as a mouse, why use the adapter?

Comment Re:If the k+m is mapped onto the controller... (Score 1) 262

Fair enough, I was only going with what it seems like.

Doesn't a mouse in a game have acceleration applied too though?

Like the speed I move it turns inches into a vector. so effectively a mouse is the same as a joystick as far as game input goes.

The game takes every pair of dots and turns it into a vector I assume. My x dots left, y dots down is actually a lot of diagonal vectors that alter with my speed?

Is there truly something else going on with the mouse as far as the game is concerned?

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