If you have ever pressed Ctrl-Shift-1 to reveal the Viewer Statistics panel and wondered what all the stuff means, there is a good explanation of the items in the panel over at the Firestorm Viewer Wiki. See: Firestorm Viewer Statistics. Almost the same information is available in the SL Wiki: Viewer help: Statistics.
Network Transfer Rate Comparison
I think on both sites they have simplified the text for the less techy users. I think that is a bad idea, as the people looking for explanations of how the items in the panel work are likely tech savvy.
The first four items listed on the pages are the source of a lot of confusion; FPS, Bandwidth, Lost Packets, and Ping. So, I’ll provide a bit more information. Continue reading
SL users have suffered from a problem with the NVIDIA driver, a blue colored world. I haven’t seen the problem, except in pictures. Whether you see the problem or not depends on your graphics settings. Having ALM enabled seems to eliminate the problem. So, while I can’t say this new driver version fixes the problem, it is worth a try.
Version 378.66 released 2/13. Download.
The Daily Mail Online, a UK news organization, has an article on the state of bionic bodies. Forty years after the TV show the 6 Million Dollar Man, we are pretty much there.
We were Robots
Get the details here: The age of the BIONIC BODY: From robot hands controlled by your mind to electronic eyeballs, experts reveal 6 medical marvels introduced by new technology.
PayPal is changing their policy. Will that affect those of us that use PayPal with Second Life in the USA? No one is sure.
The email that PayPal is sending out reads:
- We’re updating the list of items that will not be eligible for PayPal Purchase Protection or Seller Protection.
- We’re revising the set off rights by removing the 180 day past due requirement.
- We’re updating our list of restricted activities.
- We’re notifying you of the movement and processing of information to cloud-based service providers.
- We’ve updated the “Payment Method Used for My Transaction” section to describe changes that give you more control and choice in how you want to pay.
- We’re changing some of the fees we charge.
These changes, along with the others detailed on our Policy Updates Page , will become effective March 29, 2017 for all U.S. users. We encourage you to review the Policy Update and familiarize yourself with the changes that are being made. If you do not agree to these amendments, you may close your account before March 29, 2017.
Thank you for being a PayPal customer.
Massively Overpowered has an article about information a company named Superdata provided on the gaming market and VR: Virtual Reality Helps Push Mobile Gaming To New Heights.
I find it interesting that mobile VR games netted as much money as the movie industry netted from box offices. Mobile VR accounted for half the global market in digital games. I think that is rather impressive and shifts my thinking on where gaming and VR are going.
I suppose it is not that surprising. I plan to buy my next phone based on its VR abilities. I have to have a phone. My existing telecom contracts have expired. I can change carriers, renew or not a contract… I’m sort of a telecom free agent. But, buying a dedicated VR headset, like an Oculus, would be a total splurge and unlikely. An upgrade for the desktop I built in 2016 is more likely. i5 to i7 or 1060 to 1080 or even a 2080 (NVIDIA will likely have the 20 series out in early 2017).
With information coming out about how VR is going mobile way more than I ever expected, I am almost certain to consider Samsung’s coming (end of March, may be April) S8 for my VR. Especially since it is Samsung that is out selling other VR mobile makers. (4.5 million out of 6.4 million sold in 2016 – 69.2% market share.)
We are seeing articles in various places lamenting how slowly VR is being adopted. It remains expensive and requires a powerful computer. That problem is being worked on.
A time of talks with the girls ….
Intel is developing what they call Project Alloy. It is written about in the article: How Silicon Valley Is Trying to Solve Virtual Reality’s Biggest Problems.
According to SuperData Research people spent US$91,000,000,000 on games. Billion… This is an all-time record. But, they are hyping things a bit. In 2015 Statistica shows $91.5 billion spent and $99.6 billion in 2016. I suppose it depends on where one gets their numbers and categorizes them. Game revenue is notoriously flaky as companies like to hype their increasing sales and keep decreases secret.
Still that is about a 10% increase year-to-year. Eight billion isn’t chump change, unless your spending $10 trillion on credit, like some governments…
They break the revenue down into subcategories. Handheld games are dying. Smartphone games are the hot item. They show the largest growth from 2015 to 2016 and that is expected to continue, which seems reasonable as smartphones are selling well.
In 2005 smartphones sales were just $3.8 billion. Eleven years later in 2016 sales of smart phones was $55 billion, a 1,447% increase. So, as more people get smartphones there are more possible users of smartphone games. According to Statistica a little less than half of the 2016 game revenue was from smartphone gaming. Continue reading
Today I find a new scam is popping up on the Internet. Basically blackmail, a really old crime. The media is giving it a new name to describe a specific kind of crime: sextortion.
Sextortion is the scam of getting someone into an online sex thing where it can be videoed or pictures taken. This is apparently most prevalent on Facebook. The threat is they will show your kink to your family, friends, and/or business associates. Continue reading