FrontalMonk
Banned
Just pre-ordered a 32gb model, says it should deliver 11/2-11/4, which is fine by me. I just poked my head back in here wondering when it was going to come up, and then bam.
Go to DisneyMoviesAnywhere.com and link your iTunes/Amazon/Vudu/GooglePlay/Microsoft accounts to your Disney account, and then when you buy a qualifying movie on any of those services it should automatically unlock on all the services.
I don't know, AppleCare has been worth it on pretty much every device I've purchased it for (phones and laptops), and I decided to get it in this case since it was fairly cheap and the open app store and storage space is kind of a unknown factor on the device. So now I feel secure that if something bricks the thing I'll have no problem getting it taken care of.
Amazon isn't putting Instant Video on Apple TV? Well then, Amazon just lost $60 from me. I was planning on buying the Star Wars original trilogy on Instant Video, but I guess I'm going with iTunes instead.
Pro tip - you should be purchasing all digital content from Vudu.
It's really the best movie service on the internet. I NEED ultraviolet to follow. Buying a Disney movie on blu-Ray basically entitles you to 7 copies (disc, DMA, iTunes, vudu, Google, Amazon, Microsoft)
Why not?i hope the device is not annual. Maybe when 4k is main stream, release the 4k box with substantial upgrades
Pro tip - you should be purchasing all digital content from Vudu.
I use what I'm about to describe rarely..... but, I "believe" you can airplay a PiP video to Apple TV, and then keep using your ipad with the PiP window showing it's airplaying..
as for air play.. honestly if you have an ipad and iphone (especially both), I would say I use air play almost as much as anything.. i.e. I'm watching something on TV, and browsing youtube or something, if I come across a video I'll air play it to the TV, then when it's done go back to watching what I was watching.
also this as a selling point may be YMMV, but the power consumption on the ATV3 was ridiculous. 4w under load or such.. My PS4 (my backup streamer) is ~80w while streaming.. Hoping this thing stays under 12w while streaming
i hope the device is not annual. Maybe when 4k is main stream, release the 4k box with substantial upgrades
That would still be the same thing.HDMI CEC for auto switching? Would love for AirPlay to be built into TVs so you didn't need to be on a different input.
Why not?
No one is forcing you to purchase it every year ... and for those that want the incremental updates or don't happen to be buying at the same time as you, the newest tech is available to them.
why?
no one is forcing me. lol who said anyone was? you don't need to preach the obvious to me
It's really the best movie service on the internet. I NEED ultraviolet to follow. Buying a Disney movie on blu-Ray basically entitles you to 7 copies (disc, DMA, iTunes, vudu, Google, Amazon, Microsoft)
HDMI CEC for auto switching? Would love for AirPlay to be built into TVs so you didn't need to be on a different input.
Apple Store rep said it should be in store "by the end of the week."
That would still be the same thing.
It would sense you are using Airplay and switch from whatever external input you're using to the internal processor. At that point you'd be stuck with the same problem ... you'd have to switch to an input to use anything that isn't built in.
It's still switching either way. But in your scenario there's no way to switch back automatically.
Unless if you're in the US where they don't release many of their movies in 3D anymore. Because here's the awesome thing I found out. If you import the Euro version to get the 3D, the code it comes with doesn't work with DisneyAnywhere in the US.if you are a disney vault guy, it actually "almost" makes the insane prices for Lion King 3D and Beauty and the Beast 3D worth it, as it entitles you to the HD versions of those movies on all services also (which have long since been pulled)
http://www.macrumors.com/2015/10/26/app-thinning-storage-apple-tv-details/
A good explanation of app thinning, with comments from devs.
In the size and types of games devs can have on app thinning (and thus apple tv 4), it's basically the same as it has always been.
the negative comment from the Binding of Isaac dev is interesting. iOS isn't required to use app thinning (yet? ever?) but tvOS is. So you probably have tons of games that are crazy popular or super far along in development, where slicing the app's bundles up might be a ton of work. This alone might cause some devs to pass on a tvOS version, even if the hardware is more than capable of handling the game. Apple's intent with app thinning is awesome... but 200MB might not be enough room in the base bundle for many game devs without a bunch of reworking.
Depends on the tv. On my Sony if I send it a youtube video (it it DiAl compliant), it'll play it and then return to whatever state it was in
Lol, except I didn't son.right back at you kiddo
just got charged for mine
The negative comment is pretty much in line with my concerns. It seems problematic for games and problematic for people with bandwidth limitations such as caps. So there isn't some magic sauce that is being overlooked that makes this a non issue.
And when you play a game that needs to download something? That negatively impacts the game experience. You can't get around that. And none of that addresses data caps. So again, still unsolved real issues.Well, there is a kind-of "magic sauce" being overlooked, in that it only needs to redownload data for apps that you haven't used in a long time, and only then if your system storage is getting full. So it's not like you'll be playing a game, and then the next day have to redownload its data. As for developers, it's not actually all that hard to move assets onto the cloud, then check to see if they need downloading. Apple added easy API calls for downloading them (and Unity added support for it too, I assume other engines are following suit). Apple would like developers to change their development to separate their app into multiple small data chunks that are only loaded as needed, but you don't need to do it that way, you can still use just one big data chunk if you want, then your app runs exactly the same as it would nowadays.
I wouldn't be surprised if Apple started requiring this "app thinning" for all iOS apps starting with iOS 10, like they started requiring 64-bit support this year.
Only half correct. I posted earlier how the "on-demand" doesn't necessarily equate to "bandwidth heavy". If the app never releases the asset, it never gets purged. That part is trivial.The negative comment is pretty much in line with my concerns. It seems problematic for games and problematic for people with bandwidth limitations such as caps. So there isn't some magic sauce that is being overlooked that makes this a non issue.
Except you will ALWAYS need to download said asset. That can't change. It's literally impossible. Whether downloading it in the app bundle or a resource bundle. In theory, aside from poor resources management, there's really only an upside to the end user. No downloading assets they don't need. On-demand doesn't mean "every time the launch". It just means outside of the app bundle. It can still persist on loca storage if the dev chooses it to. The tools are there to do so. You can't put that on Apple.And when you play a game that needs to download something? That negatively impacts the game experience. You can't get around that. And none of that addresses data caps. So again, still unsolved real issues.
right back at you kiddo
I wouldn't be surprised if Apple started requiring this "app thinning" for all iOS apps starting with iOS 10, like they started requiring 64-bit support this year.
http://www.macrumors.com/2015/10/26/app-thinning-storage-apple-tv-details/
A good explanation of app thinning, with comments from devs.
In the size and types of games devs can have on app thinning (and thus apple tv 4), it's basically the same as it has always been.
the negative comment from the Binding of Isaac dev is interesting. iOS isn't required to use app thinning (yet? ever?) but tvOS is. So you probably have tons of games that are crazy popular or super far along in development, where slicing the app's bundles up might be a ton of work. This alone might cause some devs to pass on a tvOS version, even if the hardware is more than capable of handling the game. Apple's intent with app thinning is awesome... but 200MB might not be enough room in the base bundle for many game devs without a bunch of reworking.
I wouldn't be surprised if Apple started requiring this "app thinning" for all iOS apps starting with iOS 10, like they started requiring 64-bit support this year.
Again, there is a ton of misinformation on app thinning. It has nothing to do with data caps to the end user. The texture will be 3.5MB to download whether in the app bundle or the resource bundle. It's up to the dev on when it's downloaded/purged/retained. The biggest issue with app thinning is for the devs. Arguably the user almost completely benefits from it. The devs however have to modify how they include resources in their apps.That would be an idiotic requirement on a portable device where a stable connection to the Internet cannot be guaranteed. Not even taking into consideration mobile data caps.
Not comparable at all to the 64-bit requirement.
??? Did you read the article? A dev can still retain the asset tags preventing purging (thus keeping all 20GB on local storage). The problem for devs is how they package assets with their apps. For the end user it's only as much of a pain as the devs make it. If they don't release a resource's tag it's never purged.Have to say that sounds like death to any kind of open world game.
Pro tip - you should be purchasing all digital content from Vudu.
Count me in the crowd who plans to use this for zero hours of gaming.
The devs already have to do this across all platforms they develop for. The difference here is that they are doing multiple "platforms" inside of what was always just one "platform". Though most often still included 1x, 2x, and 3x assets on top of 16:9/mobile and 4:3/tablet views. The difference now is they have to build/flag these resource bundles instead of just including it in the .app.
Crappier? It's actually the same hardware as the Air 2 at the resolution of the 6 Plus. If anything it's the best Apple mobile hardware out shy of the 6s. Would hardly call that crappy.I wonder about the increased splintering of iOS with the ATV. I mean here you have a iOS device not constrained by battery life and you give it a crappier CPU/GPU than other current iOS devices and add to that its probably on a much slower upgrade cycle.
That would seem to make a crappier gaming experience compared to the iOS phones and tablets. Admittedly I imagine only a small slice of games would be pushing Apple hardware anyway.
Only half correct. I posted earlier how the "on-demand" doesn't necessarily equate to "bandwidth heavy". If the app never releases the asset, it never gets purged. That part is trivial.
As for the second (first?) part.... It's a new experiment. Instead of deprecating certain hardware, or effectively splitting code bases, Apple IMHO is being relatively innovative with app slicing. It could fail, but if it succeeds it could be a model for backwards compatibility going forward for various systems while not being tied down to it completely ignoring the past. Only time will tell. Yes it's a burden on devs. But "in theory" can be pretty standardized if embraced (after a curve).
Except you will ALWAYS need to download said asset. That can't change. It's literally impossible. Whether downloading it in the app bundle or a resource bundle. In theory, aside from poor resources management, there's really only an upside to the end user. No downloading assets they don't need. On-demand doesn't mean "every time the launch". It just means outside of the app bundle. It can still persist on loca storage if the dev chooses it to. The tools are there to do so. You can't put that on Apple.
Amazing that even when you post links in here, people STILL don't know how app thinning works.
TL;DR if you're a user don't worry about app thinning. It won't affect you. If you're a developer, yeah it's some extra work. The end result though should be a better experience for your users.
Also people are forgetting (or don't know) that this is how Android has worked from the start on Google Play.
As a digital movie noob can you explain why?
But it's not random/magic. You're sort of spreading FUD here. You put tags on all of your resource bundles. If a tag is in use it will be retained. If it's not in use it will be up to be purged. Tag/release happens on the bundle and persists through states. So even if you paused and rebooted, the bundle/tag would still be flagged. The app would actually have to release the tag (write to the bundle) for any sort of purge to happen.Android and Google Play doesn't auto delete data when its deemed too old.
Exactly. Dev has complete control over bundle tags being used/released. "So why doesn't a dev just hold on to all tags?" Exactly. And Apple has no requirement for them NOT to. That's not the point of app thinning. The point of app thinning is so that when you download an Apple TV game, you also aren't downloading the iPhone 4/4s assets, the iPhone 5/5s assets, the iPhone 6/6s/6Plus/6sPlus assets, iPad 2/mini assets, iPad 4/Air/Air2 assets, iPad Pro assets, etc. which is how it works now.Garbage collection and app thinning have absolutely zero things in common with each other. Not even in the same ball park in terms here.
Crappier? It's actually the same hardware as the Air 2 at the resolution of the 6 Plus. If anything it's the best Apple mobile hardware out shy of the 6s. Would hardly call that crappy.
Oops. I was thinking of the Air that he the non-X CPU.The Air2 is using a A8X whilst the ATV is using the crappier A8.
But it's not random/magic. You're sort of spreading FUD here. You put tags on all of your resource bundles. If a tag is in use it will be retained. If it's not in use it will be up to be purged. Tag/release happens on the bundle and persists through states. So even if you paused and rebooted, the bundle/tag would still be flagged. The app would actually have to release the tag (write to the bundle) for any sort of purge to happen.
Exactly. Dev has complete control over bundle tags being used/released. "So why doesn't a dev just hold on to all tags?" Exactly. And Apple has no requirement for them NOT to. That's not the point of app thinning. The point of app thinning is so that when you download an Apple TV game, you also aren't downloading the iPhone 4/4s assets, the iPhone 5/5s assets, the iPhone 6/6s/6Plus/6sPlus assets, iPad 2/mini assets, iPad 4/Air/Air2 assets, iPad Pro assets, etc. which is how it works now.
App thinning to the user should be almost all a plus. The devs however will have a learning curve with it. But again the upside is, if other manufacturers adopt this, the end result could be a level of backwards compatibility unprecedented. Think about all of the different assets AND 32-bit and 64-bit versions being done through this. Now take that out to PS4 and PS5, or Wii U and NX.
But it's not random/magic. You're sort of spreading FUD here. You put tags on all of your resource bundles. If a tag is in use it will be retained. If it's not in use it will be up to be purged. Tag/release happens on the bundle and persists through states. So even if you paused and rebooted, the bundle/tag would still be flagged. The app would actually have to release the tag (write to the bundle) for any sort of purge to happen.
The preservation priority of a tag provides a hint to the operating system about the relative importance of keeping the associated resources in local storage. When the operating system needs to purge tags, it starts with the lowest preservation priority. You can set a high preservation priority for tags that contain resources that are more important than others such as an in-app purchase, or resources for functionality that is used more frequently.
AVOID SETTING EVERYTHING TO HIGH PRIORITY
The operating system uses the range of preservation priorities to determine which tags to purge. The preservation priority will have little to no effect if every tag has the same or similar high priority.
The operating system sends out the NSBundleResourceRequestLowDiskSpaceNotification notification if it is unable to free up enough storage space for the current resource request. Your app should stop accessing any tags that are not required, as described in Ending Access above. The app can be terminated if the operating system is unable to free enough space.