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On Quadrant it sticks at 61 fps and jumps back down and on Quake 3 it will hit 63fps and then jitter between 54 to 56fps like its trying to go higher. So, is the Captivate FPS locked? As I know we have a more powerful GPU then the iPhone 4 and Droid X.
I'm pretty sure it isn't, just most things are designed nowadays to be run at about 60 FPS. TV is shot at 24 FPS and when shows are shot at 60 FPS, many people comment it looks fake (even though it's closer to how things look in real life, we're just conditioned to 24 FPS).
There's a whole debate/discussion in the HDTV world about refresh rates versus FPS and how each thing affects the other and yada yada. I don't truly follow or understand it because I don't notice much of a different.
I wouldn't be surprised if they capped it at 60 FPS, but you honestly couldn't NOTICE anything beyond that. 60 FPS would be the "target" for most of these benchmarks because that gives it the truest motion for the baseline render. So it may not be the Captivate's hardware that's locked, but the software it's running.
Does the game have vsync options? If the display is running at around 60fps then its possible the game or OS is designed to run max at the same to prevent graphical tearing.
Yes, it's locked at 56FPS. Limitation of the S-AMOLED refresh rate. It could probably go higher if it were LCD, but then it wouldn't look so nice.
56FPS is a lot, especially on a 4" screen.
Android or target UI is 60 fps stated by Google for all UI elements and scrolling etc. So I don't think Samsung is limiting fps, its just the OS doing its thing.
I'm very surprised the Nexus S didn't come out with a higher resolution Super Amoled screen. Apparently, 2.3 supports higher resolution according to wikipedia. I'm just waiting for a new android phone with a higher resolution/pixel density to put the iphone 4 to shame.
Imagine, a Super Amoled screen with a 1024x768 or 1280x720 resolution would be the best mobile phone screen in the world.
When do you think we will realistically see android phones with higher resolution displays?
The current Super AMOLED screen already trades blows with the Retina Display. I'm sure there will be higher res screens at some point but whats the rush? Wouldnt a higher resolution screen be more of a burden on battery than the current screens already are anyway? I'd see resolutions that high being more relevant for tablets and PMP than phones.
Why? It will drain battery more and more, and higher resolution don't need for still small display. Just imagine, MP3 player with Desktop resolution.
Haha? Try push sensor button, wtf it's so small...
U wanna get more ability to use sensor keyboard? (sarcastic)
Well, android definitely needs to match or better the 640x960 resolution of the iPhone 4 to maintain feature parity.
The current SuperAMOLED screens are less battery consuming than old LCD and Retina, so bigger resolutions shouldn't be a battery problem.
But what's the point of having 1280x768 on a 4" screen?
I'm pretty satisfied with 480x320 on 3.2" and 800x480 on 4" looks also awesome.
The Meizu M9 have a 960x640 display, but (even if you are in china) this little boy is still difficult to find.
The next Meizu (M9ii) will have a 1280×854 or 1280×800 4" screen, and should be animated by a Tegra2 with 1Gb of RAM. They said that the release date will be on middle 2011, so maybe we will be able to grap it in the late 2011.
The two phones are running on a custom android 2.2 (the UI is very different from the classical Android).
For the battery, it's more backlight that drains power.
A higher resolution will only put a little more stress on the GPU, but if the OS is well coded, it should not consume a lot more.
DPI, its all about DPI
You can have all the DPI in the world, but all its gonna mean is LAG and Battery if we're still relying on the CPU to push pixels.
dimon222 said:
Why? It will drain battery more and more, and higher resolution don't need for still small display. Just imagine, MP3 player with Desktop resolution.
Haha? Try push sensor button, wtf it's so small...
U wanna get more ability to use sensor keyboard? (sarcastic)
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Click to collapse
You have absolutely no comprehension of what resolution is. Look at the iphone going from 480x320 to 960x640. Did the icons get smaller? No I didn't think so. You simply put more pixels into an icon the same size. Because it seems you're under the impression that pixel count determines image size.
however, there is no need for a higher resolution because the display is that too small. better resolution would look like the same as the resolution looks on current phones.
I can see several reasons to be interested in higher screen resolution (but IMHO you will need at least a 3.5" display):
Games
ok, that's not for today, but with ports like the unreal engine on android, phones will become more like a mobile console (PSP phone, for example). A better resolution sounds like a better playing experience, but will still need more powerful hardware (and that's on the way with multi core SOC)
Video
isn't that obvious? and it's essential if you're watching videos with subtitles
Internet
I don't know for you, but on my 800x480 handset, i have to zoom out to have the full page, and zoom in, etc...
With a better screen resolution, the navigation will be easier
It's not interesting for everybody, but I think clivo360 and I are not the only guys looking for a higher resolution screen
Although 4.3" is probably the upper limit for what you'd consider "pocketable", I'd still be attracted to bigger screens and more powerful phones because there are things that can take advantage of them, such as video. Imagine 1080p screens on a phone!
At some point though, phones are probably going to suffer the same problem that PCs did - that hardware outdoes all user needs. Imagine a point where the hardware has reached such a point where for the average user, they don't need the most potent phone anymore. We're already well on the way there. It happened with PCs, where the average user needs office software such as word processing, a spreadsheet, and the Internet, but nothing that demands crazy hardware (the average user is not a high end gamer we're talking here).
A better resolution makes even more difference on an SAMOLED screen compared to an LCD/SLCD - due to the PenTile matrix configuration of pixels a 800x480 SAMOLED screen doesn't really have as many pixels as an 800x480 standard LCD.
Just take a close look at the screen of a Nexus One or Nexus S at some text and you'll see it's slightly fuzzy. See here for more info
Better resolutions aren't available yet because a) it's a relatively new technology and b) manufacturers are having a hard enough time making enough just to cover the existing devices that use them.
AFAIK, there is only one Android device with a larger screen resolution that, as long as you don't live in the good old US of A (and even there it can be done), can make calls: the Samsung Galaxy Tab. But not exactly small enough to fit in your trouser pocket (although it does slip easily into a jacket pocket).
PS: The Tab is fantastic for video (1080p MKV supported), games and general browsing (with plugins set to on-demand) plus the odd short book, although you do look very strange if you answer calls on it without a BT headset (very Trigger Happy).
Ugh, I won't flame people saying we don't need higher resolution, though I wanted to...
Here is one basic application where the higher resolution really does make a difference: Reading text .PDFs.
I tried reading PDFs on my 800 x 480 Samsung Fascinate (Galaxy S) and I wish the text was a little smoother. Sure, I'd like a slightly larger screen (no more than 4.3") but if the screen was larger I'd be even more desperate for higher resolution. I'd like to see 1024 * 640 on a 4" Android.
Higher resolution does not nesc. need more battery/CPU power: it's the brightness that uses the battery most.
critofur said:
I tried reading PDFs on my 800 x 480 Samsung Fascinate (Galaxy S) and I wish the text was a little smoother. Sure, I'd like a slightly larger screen (no more than 4.3") but if the screen was larger I'd be even more desperate for higher resolution. I'd like to see 1024 * 640 on a 4" Android.
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Doesn't your phone's AMOLED screen use the PenTile matrix? If so, that's a huge factor. I have 2 Droid Incredibles, one AMOLED w/PenTile matrix, the other SLCD. The SLCD has MUCH smoother text despite both being the same 480x800 resolution. AMOLED w/PenTile matrix has a "screen door effect".
Anyway, Toshiba might make your dream come true, and even exceed what you'd like to see.
http://www.engadget.com/2011/05/16/toshiba-enters-pixel-density-fray-with-367ppi-lcds-for-cellphone/
its true about the screen door effect. texting the g2x is very smooth dispite the resolution being the same as the vibrant.
Not sure I could put larger than 4.3" in my pocket
Question: What if any are the FPS limits coded into the 2.3 and All iOS versions
GUI's?
When i use the Nexus S its very smooth BUT i can depict Less Frames of Animation VS an I-Device which seems to move the interface, say a scroll bar of contacts at a Few pixels per Frame giving an deceptively real feel?
It is by FACT that the GPU on the NS SGX540 is TWICE as Powerful as the Iphone Stuffs SGX535
Anybody Know What Gives?
I think it has to do with software acceleration for.some reason my nexus s looks great when I use but when I get my iPhone in the picture it.looks like is rough around the edges I hope this get fixed with ice cream (I thought it wwould happened with gingerbread buying guess.nope
Sent from my Nexus S 4G using Tapatalk
definitely with you as the windows 7 looks smooth it has to be bout the os. but the real question was bout calculating da fps and not how we see it
Anyone else notice this? Doodle jump and fruit ninja have less frame rate than in IOS. It may be not much of a big deal for you guys but for a mobile/console gamer like me it is.
yea I noticed that too...
I never played either of these games on iOS so I can't say, but for me the fps is fine even for PES2011. Ive played the same games on Android and don't see a noticeable fps difference.
I just hope they get rid of the random lags in games come Mango, cause that's a serious issue that deters from the overall smoothness of WP7.
Hi, I own a HTC Mozart and a 3rd gen Ipod Touch (same hardware as IPhone 3GS), and this was one of the first things I noticed when playing games on my new WP7 phone.
Simple games like Doodle Jump, Angry Birds and Fruit Ninja all run fine but at a noticeably lower framerate. If you haven't played both it doesn't really matter, but when comparing wow the iOS versions are so much smoother!
A more demanding game is "I Love Katamari". This uses simple textures but pushes alot of polygons and has alot of objects in the world - enough to make it totally unplayable on 1st and 2nd gen IPhones. Comparing the game on both systems, again iOS runs it significantly smoother, and also has a better font and transitions in the menus. The HTC is obviously rendering at a higher resolution, as there are alot less polygon "jaggys".
What worries me is the 3rd gen IPhone is now 2 years old, which is an absolutely lifetime when i comes to mobile hardware, and has an almost 50% slower CPU. Yet it still outperforms the latest WP7!
It can't be a hardware issue, so maybe its the OS - can anyone offer any insight?
please use your brain!
iphone 3g screen resolution: 480 x 320
WP 7 screen resolution: 480 × 800
clear now?
Turkishflavor said:
please use your brain!
iphone 3g screen resolution: 480 x 320
WP 7 screen resolution: 480 × 800
clear now?
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Not really.
Doodle Jump is a very simple 2D game, yet it suffers the most obvious framerate drop. Are you saying it's just not possible to produce 30FPS on a WVGA screen with the 1st generation of WP7 hardware? If so that's a pity.
Resolution hasn't got too much to do about this, I think. Best bet is that the framework used on wp7 is more high level and if you want to squeeze more fps you have to work the plumbing.
If you look at games like The Harvest, it's damn smooth even compared to a piss-poor 2D game like Doodle Jump. There are Doodle Jump clones in the market which have better framerate.
Overall, I would say it's just the platform which is new.
The fact that half xbox titles are just bad and some are totally buggy, but many others are excellent, tells you that it's feasible. Maybe people need to familiarize a bit more with the platform.
Just lazy ports.
mickfarr said:
Just lazy ports.
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I just love when people say what I wanted to say with 1/100 words
The current version of WP7 (NoDo) limits 30 fps in their games. Mango will up the FPS limit to 60 fps. I read somewhere that Doodle Jump will get this treatment and will be as smooth as a babies behind once mango is released..along with a number of other games I guess.
In order to stabilize, ms limit fps
(bear in mind that I own an iPhone 3GS, iPad 3, Nexus S as my main phone and HD2)
Every time I try Android tablets somewhere, on a roadshow of the manufacturer or at a department store, they lag and stutter heavily at simple tasks or just flicking around the app drawer. No matter what brand they are, be it a Sony, Toshiba, Acer, on Honeycomb or ICS, they just lag. Even the newest Tabs from Samsung suffer from lag too, while the iPad flies.
How can they ever sell if the user experience is so laggy at the first try, in regards to normal users' perspective - they just care whether it's smooth unlike us gizmos - and why are they so laggy despite having dual-core processors and a ton of RAM inside while phones with lower specs run like butter?
I don't know why.. all I know is that I currently use a Samsung Galaxy Tab 2 10.1 that was laggy on 4.0.3 until I installed Cyanogenmod 10 preview which put it at 4.1.1 ..
Buttery smooothh now :good:
Also I've seen some good reviews on the experience with the upcoming Samsung Note 10.1
bcoz android is eating heavy ram so it lags
Try any of the Asus transformer tablets, they are fast.
Sent from my SGH-T959 using xda app-developers app
Gam3boy said:
bcoz android is eating heavy ram so it lags
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Click to collapse
So tell me why phones run without lag? Android is not the reason why it lags, he was asking specifically about tablets.
I'm not a genius, but it might have to do with the size of the screen coupled with screen resolution. I've tried out some galaxy tab 10.1s and noticed the lag you're talking about
Sent from my MB508 using xda premium
Lag compare with what? Phone? Another OS? Widget and multitasking has a lot to take into consideration too. I am sure Android will be a lot faster if it doesn't have true multitasking
demonoflust said:
Lag compare with what? Phone? Another OS? Widget and multitasking has a lot to take into consideration too. I am sure Android will be a lot faster if it doesn't have true multitasking
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I don't think this is the root cause, the root cause is something to do with android's coding as it was never intended to Handel hardware gpu acceleration across the board with gpu and this is where lag occurs.
Gpu and CPU wasn't coded to work together so when google released 4.0, it's way a bit of a jerky mess as the os would lag for a few seconds and continuous lag when doing slow scrolling. It can also be seen with contacts list where a lot of the photos appear. The gpu only seems to render a few layers of the os while CPU struggles to load picture image at once so contact list lag was still present and that same goes with the browser.
Project butter was designed to aggressively ramp up cpu to maximum speed when users touched their finger on it hence smoother pinch to zooms as CPU tries to process information I.e. content while the gpu renders graphical side of it hence less lag compared to ics, it can be seen with pinch to zoom.
Notice how 4.0s zooms are pitch, lag, pinch, lag, pinch lag while 4.1's pinches has a relatively smaller lag between actually pinching and lagging?
It's more to do with reducing legacy between gpu and CPU response time. Which is googles approach to fixing lag while still keeping developers apps unbroken.
Ios and windows 8 for arm renders it differently, it's more to do with framework linking the two integrations together. CPU and gpu works together like bus link I,e. reducing legacy while accessing each others resources hence virtually no lag (not 100%, but maybe 97% of the time).
That is why ios runs fairly smooths even on a 412mhz device while android suffers more hick ups even on a 1.8 ghz quad core device with hideously large amounts of ram.
No I don't think cm 10.1 offers a so called "buttery smooth" performance even on the nexus 7 which has a tiny wee bit of hick ups and scroll lag.
Yes I over clocked my old n7 to 1.8ghz