Hi, I'm trying to make use of the sensors built in the Android phone to detect the acceleration of the person carrying the phone. However, the problem is that the sensors are too sensitive for even a small motion, say tilting of the phone. But what I want is, no matter where and how (eg. the orientation of the phone) to put the phone on the body, the phone is always able to show me the accurate acceleration of the person...
So does anybody have any idea??? Thank you very much!
PS. I managed to cancel out the G force on x, y, z axis, and then theoretically the only acceleration left should be the one of the movement. But it didnt work that way, because there were still acceleration fluctuations on x,y,z axis whenever I touch the phone...
I don't get it.
So, you want to measure acceleration; and the problem is that the phone measures the acceleration?
about the "too sensitive" part. Is that really a problem? You can just get averages (for every second, every minute,...), max acceleration,...
also, cancel out G force? I haven't used the Dream accelerometer, but I guess it gives you separated values for static or dynamic forces, isn't it?
Wouldn't you just need to do the math to figure out 0? I haven't tested any of this and this isn't good math but lets pretend you see the motion on x as +6 and on Y it's -2. Then you would know it moved +4 for whatever duration... Does that make sense or am I way off?
paxku said:
I don't get it.
So, you want to measure acceleration; and the problem is that the phone measures the acceleration?
about the "too sensitive" part. Is that really a problem? You can just get averages (for every second, every minute,...), max acceleration,...
also, cancel out G force? I haven't used the Dream accelerometer, but I guess it gives you separated values for static or dynamic forces, isn't it?
Click to expand...
Click to collapse
Hi, paxku, Thank you. perhaps, let me give you an example. Say, I carry the phone and move in x axis direction. Now if the phone does not have any other forces on it except for the one moving it, theorectically the phone (the accelerometer in it) will show the reading of the moving acceleration. However, this is never the case, because when one carries the phone, the phone is inevitably shaken and tilted from time to time (think about when it's put in the pocket), which gives the phone many "interfering" forces. Thus, the reading will eventually show the sum of these accelerations, rather than only the moving one I want... So is there any way to get ride of these interference and only leave the moving acceleration.
"too sensitive", I actually meant "too sensitive to interfering forces". I tried to set a threshold to filter out the interference. But the problem is, a lot of time, the moving force is actually much smaller than the interfering forces, for example, when i carry the phone moving very very slowly. This ends up that the moving one gets filtered...
For the G force thing, I don't think my phone can give separate values. Does it really depend on the model of the phone?? I guess all Android phones have a same way of dealing with this. Check out this from Android Web.
Sensor.TYPE_ACCELEROMETER:
All values are in SI units (m/s^2) and measure the acceleration applied to the phone minus the force of gravity.
values[0]: Acceleration minus Gx on the x-axis
values[1]: Acceleration minus Gy on the y-axis
values[2]: Acceleration minus Gz on the z-axis
Thank you very much!!!
youneek said:
Wouldn't you just need to do the math to figure out 0? I haven't tested any of this and this isn't good math but lets pretend you see the motion on x as +6 and on Y it's -2. Then you would know it moved +4 for whatever duration... Does that make sense or am I way off?
Click to expand...
Click to collapse
Er..I guess the math that we are talking about is different. Actually, i don't need to calculate the resultant force;it's fine to just leave it decomposed on x,y,z axis. The math I did was that I decomposed G force to x,y,z axis, and then subtract Gx,Gy,Gz from the decomposed external force, in order to get ride of G force interference. The reason for doing this, you can refer to my reply above where I quoted from Android web how the acceleration readings are generated.
Would appreciate it if you have any idea....
How to get acceleration and orientation readings at the same time?
Hi, it seems that on Android acceleration readings and orientation readings are both from values[0], values[1], values[2], depending on which sensor type is being monitored. So if I want to get the acceleration and orientation data at the same point of time, what do I do?
I'm not sure if I'm doing this correctly,
public void onSensorChanged (int sensor, float[] values){synchronized (this) {
switch (sensor){
case SENSOR_ORIENTATION:
pitch = values[1];
roll = values[2];
break;
case SENSOR_ACCELEROMETER:
r_ax = values[0];
r_ay = values[1];
r_az = values[2];
break;
}
But I think this only gives me the values of the sensor that changes at the time. what if both sensors change at the same time???
Thank you!!!
How to get acceleration and orientation at the same time?
Hi..sorry to post the same thing again, cuz I really have to know this...
1. How to get acceleration and orientation data at the same time? I'm using onSensorChanged( ) , but this method only returns either acceleration or orientation at a time... I'm thinking, can I use getOrientation( ) together with onSensorChanged() to get the two at same time? If possible, how?
2. I want to know, is orientation actually derived from acceleration, in stead of obtained independently? If so, does anybody know how the orientation is computed from the acceleration?
Thank you very muchhhhhhhhhhhhh!!!!!!!
Stop opening new threads for the same topic....last warning
The major issue is that the google phone doesnt detect rotation.
Yeah you can get XYZ acceleration values, but part of that "value" is from roatation and the other part is from actual linear acceleration.
The first thing we need to figure out is What exactly are you trying to measure? If you're trying to measure movement using accelerometers, you may be disappointed.
Remember that accelerometers measure changes in speed, not changes in position. So, let's say I'm walking across a room at a constant speed and start taking measurements - I'll see accelerations up and down due to the fact that I keep changing from moving up to moving down and vice-versa, likewise for left to right measurements, even front to back as our gait is not perfectly smooth. However, over time, these accelerations will tend to cancel out, yet, I'm still moving.
The only way you're going to be able to calculate movement with accelerometers is to start with a known velocity and then calculate subsequent velocities and displacements from there on using accelerometer measurements (known in the navigation world as dead-reckoning).
Long story short: Movement in a straight line at a constant velocity has no acceleration (or force) component and, thus, cannot be detected or measured by an accelerometer.
fyp said:
Hi, I'm trying to make use of the sensors built in the Android phone to detect the acceleration of the person carrying the phone. However, the problem is that the sensors are too sensitive for even a small motion, say tilting of the phone. But what I want is, no matter where and how (eg. the orientation of the phone) to put the phone on the body, the phone is always able to show me the accurate acceleration of the person...
So does anybody have any idea??? Thank you very much!
PS. I managed to cancel out the G force on x, y, z axis, and then theoretically the only acceleration left should be the one of the movement. But it didnt work that way, because there were still acceleration fluctuations on x,y,z axis whenever I touch the phone...
Click to expand...
Click to collapse
Doesn't this whole idea go against the very basic laws of physics? You can't possibly tell the difference between the force of gravity and the force of the person moving forward. The best you could possibly do is try to figure out how to wait for the person to put the phone however they're going to have it and make absolutely sure, somehow, that it doesn't move at all and use that as a 0 point. Basic point is it's physically impossible to tell any 2 forces apart. I'm fairly sure that's part of Einstein's theory of general relativity(though it's been a while).
[email protected] said:
Doesn't this whole idea go against the very basic laws of physics? You can't possibly tell the difference between the force of gravity and the force of the person moving forward. The best you could possibly do is try to figure out how to wait for the person to put the phone however they're going to have it and make absolutely sure, somehow, that it doesn't move at all and use that as a 0 point. Basic point is it's physically impossible to tell any 2 forces apart. I'm fairly sure that's part of Einstein's theory of general relativity(though it's been a while).
Click to expand...
Click to collapse
Thank you! Yes, you are absolutely right. That's why I tried to eliminate G first, because Android defines 0,0,g as the acceleration on x,y,z when the phone lies flat on a surface. So if the phone is moved or rotated, g is decomposed automatically onto x,y,z, which I have to cancel them out. Now theoretically G could be eliminated by figuring out the values of decomposed G on x,y,z and then doing the reverse computation so that the only acceleration shown is of the movement. But a new problem is, to work out the values of decomposed G on x,y,z, I need to get the orientation of the phone, specifically, pitch and roll. But it seems that Android cannot report the acceleration values and orientation values at the same time instance, which causes that the calculation of decomposed G on x,y,z uses a wrong set of pitch and roll. Also, looks like orientation readings are actually derived from acceleration...which may also cause the wrong calculation of decomposed G.
Here is the fomulas I'm using to decompose G, and then to eliminate G on x,y,z
gx = (float) (GRAVITY_EARTH * Math.sin(roll*DEGREE_CONV));
gy = (float) (GRAVITY_EARTH * Math.sin(pitch*DEGREE_CONV));
gz = (float) (GRAVITY_EARTH * (Math.cos(pitch*DEGREE_CONV)*Math.cos(roll*DEGREE_CONV)));
ax = r_ax - gx;
ay = r_ay - gy;
az = r_az + gz;
where DEGREE_CONV is to convert degree to radian, r_ax,r_ay,r_az are the acceleration values directly from SensorListener(), ax,ay,az are the net accelerations which are supposed to be 0 when the phone is stationary.
Am I doing this correctly? I'm actually wondering, besides the problem that roll and pitch are not obtained at the same time as r_ax,r_ay,r_az are, the phone itself may not decompose G using exactly my formulas. So I have to find out how the phone does the decomposition in order for me to do the reverse process.
PS. honestly, Android keeping G by default is really annoying...
sjbayer3 said:
The major issue is that the google phone doesnt detect rotation.
Yeah you can get XYZ acceleration values, but part of that "value" is from roatation and the other part is from actual linear acceleration.
Click to expand...
Click to collapse
Thank you. Are you saying that the orientation/rotation values are not detected, but computed from acceleration values. This is just what i'm thinking too. That's why SensorListener() always reports new acceleration values first and after a short time, new orientations. and also, even sometimes when the orientation doesn't really change, just because there's a big change in acceleration, the orientation changes too. (for example, if you suddenly move the phone very fast horizontally, the screen orientation may change.)
So is there any way to get the acceleration and its corresponding orientation(pitch and roll) at the same point in time?
Sicarius128 said:
The first thing we need to figure out is What exactly are you trying to measure? If you're trying to measure movement using accelerometers, you may be disappointed.
Remember that accelerometers measure changes in speed, not changes in position. So, let's say I'm walking across a room at a constant speed and start taking measurements - I'll see accelerations up and down due to the fact that I keep changing from moving up to moving down and vice-versa, likewise for left to right measurements, even front to back as our gait is not perfectly smooth. However, over time, these accelerations will tend to cancel out, yet, I'm still moving.
The only way you're going to be able to calculate movement with accelerometers is to start with a known velocity and then calculate subsequent velocities and displacements from there on using accelerometer measurements (known in the navigation world as dead-reckoning).
Long story short: Movement in a straight line at a constant velocity has no acceleration (or force) component and, thus, cannot be detected or measured by an accelerometer.
Click to expand...
Click to collapse
Thank you for your answer. I'm aware of the accumulative error involved in dead reckoning. But now the error is acceptable to me, as long as the displacement that is integrated twice from acceleration shows me general direction of the phone's movement. The phone will always start calculation from stationary status, meaning the velocity is zero. For the constant speed moving, I think, theoretically, the displacement can still be computed, because the travelling time and velocity, which is calculated from the previous acceleration process, are known. Although for this case no acceleration is detected, it is just simply time*velocity, giving the displacement.
fyp said:
Thank you! Yes, you are absolutely right. That's why I tried to eliminate G first, because Android defines 0,0,g as the acceleration on x,y,z when the phone lies flat on a surface. So if the phone is moved or rotated, g is decomposed automatically onto x,y,z, which I have to cancel them out. Now theoretically G could be eliminated by figuring out the values of decomposed G on x,y,z and then doing the reverse computation so that the only acceleration shown is of the movement. But a new problem is, to work out the values of decomposed G on x,y,z, I need to get the orientation of the phone, specifically, pitch and roll. But it seems that Android cannot report the acceleration values and orientation values at the same time instance, which causes that the calculation of decomposed G on x,y,z uses a wrong set of pitch and roll. Also, looks like orientation readings are actually derived from acceleration...which may also cause the wrong calculation of decomposed G.
Here is the fomulas I'm using to decompose G, and then to eliminate G on x,y,z
gx = (float) (GRAVITY_EARTH * Math.sin(roll*DEGREE_CONV));
gy = (float) (GRAVITY_EARTH * Math.sin(pitch*DEGREE_CONV));
gz = (float) (GRAVITY_EARTH * (Math.cos(pitch*DEGREE_CONV)*Math.cos(roll*DEGREE_CONV)));
ax = r_ax - gx;
ay = r_ay - gy;
az = r_az + gz;
where DEGREE_CONV is to convert degree to radian, r_ax,r_ay,r_az are the acceleration values directly from SensorListener(), ax,ay,az are the net accelerations which are supposed to be 0 when the phone is stationary.
Am I doing this correctly? I'm actually wondering, besides the problem that roll and pitch are not obtained at the same time as r_ax,r_ay,r_az are, the phone itself may not decompose G using exactly my formulas. So I have to find out how the phone does the decomposition in order for me to do the reverse process.
PS. honestly, Android keeping G by default is really annoying...
Click to expand...
Click to collapse
Hi,
Your gx and gy is almost right, but gz is wrong.
Actually, gz is quite easy to calculate if we already get gx and gy. Just keep the following equation in mind:
gx^2 + gy^2 + gz^2 = G^2
Thus,
abs(gz) = sqrt(G^2 - gx^2 - gy^2)
Be careful about the sign of gx, gy, and gz. gz's sign can be determined by pitch value, if abs(pitch) > 90, gz should be negatie; otherwise, it is positive. BTW, I think gy's sign is wrong in your equation.
I don't know if anybody else here has suffered this, but I've read several times when googling, that many XZP devices came with input lag out of the box. My device has always suffered with this, and flashing custom ROMs didn't seem to make a difference.
Input lag means that sometimes, keystrokes/touches are completely missed and sometimes scrolling misses too.
I unlocked my bootloader really early on, so I never wanted to send it back as I'm sure this voids my warranty.
I tested for a faulty digitizer using various screen input test apps from playstore, and they usually don't show any areas of the screen as faulty. This has always made me believe that it was most probably a software issue.
Today I discovered that yes indeed, my issue is definitely a software issue.
THE FIX:
Changing the screen resolution to 4k (3840x2160), and DPI to 821.
I've tried this before but never noted the difference in touch input. Perhaps because I wasn't looking for it.
Today I tried it again and much to my surprise, this time I noticed a HUGE improvement to input sensitivity and for now has 100% alleviated the problem. Typing, tapping and scrolling works perfect now.
This is most likely caused by the screen having to rescale pixels from 1080p to 2160p, making extra work for the CPU, but I'm no expert so I might be wrong. But it works for me.
I'll also note that I'm using Turbo ROM p75B now, and the input delay was still there until changing the resolution.
I'd like it if somebody who has suffered the same issue could provide feedback, I really hope this helps you too, as this was the only real issue that have me buyers regret, and it now works wonderfully.
Cheers.
Edit: I do believe this topic might be better recognised in the guides and discussions category. If so, could a mod please move it there.
Luckily I haven't had this input lag issue. However, I do get input lag if I have stamina mode turned on, and set to battery time preferred.
Just so you know, you do know that you're only emulating 4k, right? The only way to set the display to 4k is on AOSP.
@iKlutz I can't seem to find the resolution settings lol
Yes I understand that it's only "emulating" 4k and that it's not native 4k. It also uses more battery, which would suggest higher CPU usage, which in part contradicts my theory about rescaling causing input lag.
Perhaps it is something to do with the "touch map" (I can't think of the term), the software/grid that maps out the touchable area to the digitizer, having to resize from 1080p to 2160p, making the grid inaccurate? But it wouldn't make sense as to why it only affects some devices.
Also, I do not have stamina mode enabled as it's almost pointless in today's phones. I believe limiting processing speed only makes process queus take longer to finish, which means that CPU takes longer to idle. It only saves a negligible amount of battery unless your phone screen is off for 80% of the day. Almost as pointless as closing applications and cleaning RAM, as your phone will just use more battery rebuilding caches and restarting processes.
In any case this has completely alleviated the issue for me, so I hope someone on Google ends up here and this may be a solution for them too.
gavster26 said:
@iKlutz I can't seem to find the resolution settings lol
Click to expand...
Click to collapse
There are some threads here that explain various methods to change the VM resolution and scaling. If you're unfamiliar with ADB, I suggest you read very carefully and take precautions, as setting the resolution wrong could make it really difficult to reverse the procedure and we currently don't have a way to make TWRP backups.
i noticed this too.. but i enabled glove mode and things sorted by it self..
this kinda works, it happens very much less frequently but it does still happen
Hi,
anyone noticing lag in the rotation animation? Most of the time the first time is pretty smooth. When changing rotation a few times thereafter the animations look more like 60 fps (although 120 is activated). Tried it in different apps. Always the same and really annoying and ugly.
Can anybody confirm this?
This issue goes way back. Even my 10+ does it.
Might have to do with the sensor refresh rate and/or degree of tilt/time at tilt/yaw.
If it takes more then a second there's definitely a fault issue.
Mmh. Actually I didn't recognize this when using my S20 with 120hz. At least not that much. So there's nothing that can improve the experience? I even thought the phone didn't have this behavior from the start which led to the question if I have something fishy installed. But there's nothing out of the ordinary. It's the same when using stock launcher or Ruthless launcher.
Be interested if there was a way to make it more responsive. This aspect of the device's behavior is slow by comparison to it's otherwise snappy performance. It is irritating... I hate waiting.
It's about .5-1 second on the N10+ in Brave browser and elsewhere.
I'm going to go through accessibility settings again. It's likely a user hidden setting though.
Have y'all dug into Developer Options & set the animation speeds to 0.5 (or 0)?
It might help some, if you haven't already done so. However, I've experienced it as well on occasion,getting "stuck", if you will.
KOLIOSIS said:
Have y'all dug into Developer Options & set the animation speeds to 0.5 (or 0)?
It might help some, if you haven't already done so. However, I've experienced it as well on occasion,getting "stuck", if you will.
Click to expand...
Click to collapse
Yeap, no joy
KOLIOSIS said:
Have y'all dug into Developer Options & set the animation speeds to 0.5 (or 0)?
It might help some, if you haven't already done so. However, I've experienced it as well on occasion,getting "stuck", if you will.
Click to expand...
Click to collapse
For me the problem is that it looks sluggish as if the phone struggles to display the 120 Hz. Setting the transition scale to 0.5 or 0 doesn't do it for me. Makes it even more unsatisfying.
Cris7ianO said:
For me the problem is that it looks sluggish as if the phone struggles to display the 120 Hz. Setting the transition scale to 0.5 or 0 doesn't do it for me. Makes it even more unsatisfying.
Click to expand...
Click to collapse
It has nothing to do with your refresh rate or does it? It so there may be some hope.
Like I said though both my N10+'s behave this way, it's normal... and irritating.
blackhawk said:
It has nothing to do with your refresh rate or does it? It so there may be some hope.
Like I said though both my N10+'s behave this way, it's normal... and irritating.
Click to expand...
Click to collapse
Honestly it looks like the phone is struggling to keep it on 120hz when rotating. When I choose 60hz and rotate the phone it looks the same way constantly. That's why I'm thinking it has something to do with the frame rate. So in my case it's not about a delay for the animation it's about the smoothness.
Cris7ianO said:
Honestly it looks like the phone is struggling to keep it on 120hz when rotating. When I choose 60hz and rotate the phone it looks the same way constantly. That's why I'm thinking it has something to do with the frame rate. So in my case it's not about a delay for the animation it's about the smoothness.
Click to expand...
Click to collapse
What I'm talking about is how long it takes to flip the screen to landscape once the phone's flipped. Close to 1 second.
I always disable all animations as it wastes resources plus I like the snap.
Lol, if it needs animations, it's too slow.
Cris7ianO said:
Hi,
anyone noticing lag in the rotation animation? Most of the time the first time is pretty smooth. When changing rotation a few times thereafter the animations look more like 60 fps (although 120 is activated). Tried it in different apps. Always the same and really annoying and ugly.
Can anybody confirm this?
Click to expand...
Click to collapse
Sounds like something might be bogging it down.
I have the obligatory delay when rotating (because you have a ton of redraws happening on top of the actual animation itself, not some accessibility setting), but it is minimal. That aside, the rotation is smooth with animation set to 0.5 and adaptive motion smoothness.
The difference between your previous S20, my previous Note 20, and the Z Flip 3 is the lost RAM. This is an 8GB device, compared to 12GB or 16GB from last year. After some time getting used to being able to launch a bunch of stuff, it is easy to forget that this one can't run quite as much at once.
The only sure way to stop that completely without having to keep tabs on how much is running would be Developer options -> Don't keep activities or setting Background process limit, both of which come with some downsides.
If it is happening with a single app running after multiple turns, that could indicate an issue with the GPU. It could be as simple as poor cache handling that will be resolved with an update or a clean start. It could also be a hardware issue.
twistedumbrella said:
Sounds like something might be bogging it down.
I have the obligatory delay when rotating (because you have a ton of redraws happening on top of the actual animation itself, not some accessibility setting), but it is minimal. That aside, the rotation is smooth with animation set to 0.5 and adaptive motion smoothness.
The difference between your previous S20, my previous Note 20, and the Z Flip 3 is the lost RAM. This is an 8GB device, compared to 12GB or 16GB from last year. After some time getting used to being able to launch a bunch of stuff, it is easy to forget that this one can't run quite as much at once.
The only sure way to stop that completely without having to keep tabs on how much is running would be Developer options -> Don't keep activities or setting Background process limit, both of which come with some downsides.
If it is happening with a single app running after multiple turns, that could indicate an issue with the GPU. It could be as simple as poor cache handling that will be resolved with an update or a clean start. It could also be a hardware issue.
Click to expand...
Click to collapse
This sounds like a reasonable explanation to me. The S20 with 12 GB indeed hadn't any of those issues, at least not to that extent. In addition I don't have that issue permanently. It only occurs from time to time. Haven't got an update since release. Hopefully it gets an improvement in the near future as it is disturbing. Nevertheless it is a joke that something like that happens even with 8 GB of RAM.
Cris7ianO said:
This sounds like a reasonable explanation to me. The S20 with 12 GB indeed hadn't any of those issues, at least not to that extent. In addition I don't have that issue permanently. It only occurs from time to time. Haven't got an update since release. Hopefully it gets an improvement in the near future as it is disturbing. Nevertheless it is a joke that something like that happens even with 8 GB of RAM.
Click to expand...
Click to collapse
Do you use split screen apps? The only time i've really come across the issue was trying to run both a game and the browser with a couple other apps still in the background.
I think an update will definitely help, though. It seems like the 8GB on this is a larger step down than it should be right now and it is supposed to be a much better GPU.
twistedumbrella said:
Do you use split screen apps? The only time i've really come across the issue was trying to run both a game and the browser with a couple other apps still in the background.
I think an update will definitely help, though. It seems like the 8GB on this is a larger step down than it should be right now and it is supposed to be a much better GPU.
Click to expand...
Click to collapse
No, I don't really use split screen apps. Hopefully an update will help. The device definitely has some obvious tradeoffs but in general it feels fresh and I really like it.
Just an update from my side: Indeed my inner feeling wasn't wrong. I just encountered the sluggish rotation again. Thereafter I went to developer settings and enabled show refresh rate. I went back and tried rotation again. The first time all is fine and it shows 120, but the times thereafter it jumped to 60 Hz when rotating. And if course my eyes will notice this behavior as they are used to 120. Hopefully this will get fixed. This has to be software related.
So this behavior is due to the adaptive refresh rate. It's there a way to force 120 all the time?
Cris7ianO said:
Just an update from my side: Indeed my inner feeling wasn't wrong. I just encountered the sluggish rotation again. Thereafter I went to developer settings and enabled show refresh rate. I went back and tried rotation again. The first time all is fine and it shows 120, but the times thereafter it jumped to 60 Hz when rotating. And if course my eyes will notice this behavior as they are used to 120. Hopefully this will get fixed. This has to be software related.
So this behavior is due to the adaptive refresh rate. It's there a way to force 120 all the time?
Click to expand...
Click to collapse
[App]Galaxy Max Hz (Refresh Rate Mods, Screen-off Mods, QS Tiles, Tasker Support and More)
About this app: Refresh Rate Control: Easily control the max refresh rate (Hz) of android devices with multiple refresh rates (e.g. note20 ultra, s20/S20+/S20Ultra, z fold 2, s21/s21+/s21Ultra, tab S7/S7+, z fold 3, z flip 3). This app can limit...
forum.xda-developers.com
Pretty sure that would be able to handle it for you.
twistedumbrella said:
[App]Galaxy Max Hz (Refresh Rate Mods, Screen-off Mods, QS Tiles, Tasker Support and More)
About this app: Refresh Rate Control: Easily control the max refresh rate (Hz) of android devices with multiple refresh rates (e.g. note20 ultra, s20/S20+/S20Ultra, z fold 2, s21/s21+/s21Ultra, tab S7/S7+, z fold 3, z flip 3). This app can limit...
forum.xda-developers.com
Pretty sure that would be able to handle it for you.
Click to expand...
Click to collapse
I tried this app and I am not fully satisfied with the outcome. Of course forcing 120hz will train the small battery even more and I don't want to be dependant on a 3rd party solution. Just to confirm the behavior is not only on my end, can you please test the following on your device?
1. Go to developer options and enable show refresh rate
2. Go in following apps: e.g. Whatsapp, Facebook, Google Play, Samsung Internet, Amazon Shopping (cause I don't face this issue on all apps)
3. In each app wait a few seconds four the refresh rate to go down to 60 and then rotate the screen (In my case the refresh rate stays at 60 when rotating in the mentioned apps and this looks horrible when the rest is running on 120hz)
If you could borrow a few minutes of your time to check that would be awesome and is very appreciated Thanks in advance!
Update: Just to be sure I did a factory reset. Still no improvement...
Further investigation gave me more information. There is something weird going on. When display brightness is low (around 10-15%) there is no issue for the phone keeping 120 while rotating. When I go up in brightness the 60hz rotation is back again. This is horrible. I've had a look on the new iPhone 13 pro and Apple doesn't have these issues with their adaptive screen. As I had the S20 before and skipped the s21 with the adaptive one this Flip is my first Samsung device with an adaptive screen. The experience is horrible. I just want a compact android device without such a compromise. This is ridiculous.