> That's probably due to screen lag. On fast new displays, I can clearly
> see the difference between 15 fps and 24 fps.
> I personally think [mobile gaming]'s quite different.
>> That's probably due to screen lag. On fast new displays, I can clearly
>> see the difference between 15 fps and 24 fps.
>
>I'm not saying you can't see the difference, I'm just saying given the
>current state of technology a full frame rate isn't neccessary to watch
>or even enjoy mobile video.
Fair enough, but I personally tend to enjoy it much more at a proper
frame rate -- I find 15 fps to be annoyingly jerky when there is much
motion. (FWIW, my point of reference is video on a video iPod.)
>> Perhaps, but I tend to doubt it -- the tiny TV (e.g., Sony Watchman)
>> market didn't go much of anywhere.
>
>Again, that was likely a content problem. Going from 100 channels of
>cable to 5 channels of ghosty OTA TV that works when your six-segment
>steel antenna is pointed just-so was the problem.
Don't think that was the reason because cable wasn't much of factor back
then, and OTA on a tiny TV actually looked better than most broadcast
receivers (in part due to small screen size). I think the real reason
is that people didn't like watching such small screens. Note how the
market has moved to bigger and bigger screens over time.
>Lack of quality didn't
>slow the adoption of cassette-based audio walkmans, because you
>controlled the content and accepted low-quaility as part of the
>convenience.
That was simply because there was no real alternative -- CD players came
along and pretty much wiped them out, and they are now in turn getting
killed by the iPod.
>A better analogy would be the PMP market- video iPods, MP4
>players, etc., or even the portable DVD player market.
You lost me there.
>> I personally think [mobile gaming]'s quite different.
>
>In what way? The mobile gaming experience is far different, and far more
>limiting than a PC or Playstation-based one- we trade gaming "quality"
>for the convenience of mobility.
Mobile gaming is quite different from gaming on a TV -- portable,
interactive, and personal. I see it as a distinctly different market.
>The same COULD be true of mobile TV if
>the content were worthy of the trade-offs.
>
>I agree the current mobile TV model is certainly lacking- I'm just
>suggesting that it's too early to decree the concept a failure.
I think it's already failed, more than once, and that the issue is form
factor, not content.

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Best regards, FAQ FOR CINGULAR WIRELESS:
John Navas <http://en.wikibooks.org/wiki/Cingular_Wireless_FAQ>