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Fascinate vs. Incredible

Droid Incredible vs. Fascinate?

  • Droid Incredible

    Votes: 144 77.0%
  • Fascinate

    Votes: 43 23.0%

  • Total voters
    187
LOL @ you guys talking about all the CPU and GPU processing, 3D rendering, triangle charts ...

The most video intense game we have on android is something that could have ran on Windows 3.1

Lets face it, we aren't exactly using up our current hardware just yet.
 
My girlfriend has the Vibrant (T-Mobile version). It's amazing. The screen is unreal and the phone is FAST.

Best of all, the battery life is easily twice as good as my rooted DI + Froyo and SetCPU profile (set for screen off). My Quadrant score is about 1300. Hers is about 2300. She is still running 2.1 but is rooted with the "lag fix."

I will wait about 30 days to see if the Fascinate can be easily rooted and what reports there are about the GPS issues others have had and if there are any other issues.

I love my DI, but the Fascinate looks amazing. I may just keep the DI because I do love the phone (after endless tweaking).
 
How is the battery on the new Galaxy S? That is my only real complaint about the Dinc.

About twice as good as the DI.

My girl's Vibrant, when fully charged, can last about 28-30 hours. I get that with the 3500 mAH Seidio extended battery. I think the Samsung is rated at 1300 or 1500 mAh (stock battery).
 
Fill rate has NOTHING to do with video playback. Fill Rate is related to 3d Performance only. Specifically with rendering polygons. Its how fast a video card can "fill in" the polygons.

I'm sorry, but you are mistaken. Fill rate determines how many pixels can fill the screen. As far as filling polygons, that's texel-rate, and that is often related to fill-rate, but not the same thing.

If a video card's 2D prowess and fill-rate is not up to snuff, then video playback will suffer.

LOL @ you guys talking about all the CPU and GPU processing, 3D rendering, triangle charts ...

The most video intense game we have on android is something that could have ran on Windows 3.1

Lets face it, we aren't exactly using up our current hardware just yet.

At some point, Google is going to enable hardware acceleration for the interface. When this occurs, devices with a slower GPU will be left behind. Case in point is the Zune HD. To this day it is the smoothest and most responsive capacitive device I've used (I haven't used the Iphone 4, yet). It also plays back 720p video flawlessly on device and via HDMI out. It has a low end ARM11 CPU, but the GPU in it is capable of over 600 megapixels per second. Zune HD (and upcoming WP7), iPhone, and the upcoming Nokia N8 all use hardware accelerated interfaces and hardware accelerated video playback. It's one of the few areas I consider Android to still be behind.

Gaming is a nice bonus, but the GPU has become the primary driver for media acceleration in modern devices. And folks, that doesn't even count OpenCL support (the open version of what Nvidia's CUDA does). OpenCL allows even mundane CPU tasks to be offloaded to the GPU, significantly speeding up the device. Something like the SGX 535+ could in theory use OpenCL to force the GPU to decode the video on the fly and do full 720P playback...with a near idle CPU. This also leads to battery savings. Nvidia, Microsoft, and Nokia are already confirmed as doing this.
 
Haven't tried Nova or HeavyGunner 3D, have you? Asphalt?

3 games? Really? That is soooo worth upgrading for. You convinced me. Goodbye drinc, hello fascinate, and any other phone that can run a handful of games better. Hey wait, a psp can be had on amazon for less than 200? And it has hundreds of games that look way better than anything on android? I might have to rethink this.
 
who cares about 3D gaming specs when all the games for Android blow?

I suspect that the UI changes in Gingerbread will finally bring a hardware accelerated UI, as is used in the Zune HD, WP7, iPhone, Nokia N8, and Palm Pre/Pixi. A better GPU means a more fluid touch screen experience with the UI.

Also, the GPU helps with video playback, and with OpenCL, improved system performance as a whole. As I stated in my last post, this is one of the few areas where Android is still behind, and like they've tackled everything else, expect Google to catch up fast.

Like you, I don't see the GPU as important today, so I don't care to upgrade. But when my NE2 is up, it will be a deciding factor.
 
I would think that since the nexus one is the newest developer phone, that google is developing android around the snapdragon right now. By the time that they get passed that, I will have a phone that is a hell of a lot better than the fascinate.

I could be wrong though, so don't quote me on it.
 
Quite the contrary and I respectfully disagree with you.

Samsung uses a PowerVR SGX540 GPU. 90 million triangles per sec vs 22 mill on the DINC. I'm not a gamer so but it does effect things like:

Flawless HD video playback
Flawless HD video recording

Also,
The Samsung supports DLNA out of the box
The Samsung's Audio chipset (DAC) is made by Wolfson so the sound quality blows the DINC out of the water. It has a EQ, 5.1 surround sound. It has a real dedicated audio chipset found in higher end mp3 players.
It will have HDMI out via s micro usb cable.
It plays many video files out of the box - divx, wmv, avi. Stock player is better than Rockplayer
Wifi is faster on the Samsung
It has bluetooth 3.0
and the list goes on..


The difference is like the original Droid vs the T-Mobile G1.

It all looks great on paper, but I have both phones, and the Incredible is at least 3 times faster than the Vibrant(T-Mo version), and both have the same settings and apps.
 
It all looks great on paper, but I have both phones, and the Incredible is at least 3 times faster than the Vibrant, and both have the same settings and apps.

Yea, HTC does a damn good job developing Sense and the performance of it. Also, don't get me wrong, I love my Incredible and wouldn't trade it straight up for a Fascinate. Not a chance.

But if you're up for it, try rooting the Vibrant and applying the lag fix. Would be curious to hear your results.
 
I'm sorry, but you are mistaken. Fill rate determines how many pixels can fill the screen. As far as filling polygons, that's texel-rate, and that is often related to fill-rate, but not the same thing.

If a video card's 2D prowess and fill-rate is not up to snuff, then video playback will suffer.

Oh, the misinformation. Texel rates have to do with texture fill which requires more processing. Pixel fill is the underlying performance spec and it often relates to raw fill without the need to render texture. Both rates can refer to triangles.

About fifteen years ago 3d, 2d, and video decoding were individual silicon solutions. Once you decode video, it simply is mapped to the screen in 2d. Assuming the decoding isn't limiting your ability to display video, it comes down to 2d refresh capabilities of the chip and display. I can tell you that on the chip side, technology surpassed the ability to refresh wvga resolutions over a decade ago. I have to assume the oled display is up to snuff as well. So, again, 3d and fill rates have nothing to do with displaying video.
 
Yea, HTC does a damn good job developing Sense and the performance of it. Also, don't get me wrong, I love my Incredible and wouldn't trade it straight up for a Fascinate. Not a chance.

But if you're up for it, try rooting the Vibrant and applying the lag fix. Would be curious to hear your results.

I haven't done that yet, but have been giving it some thought.
If I do, I will let you know though.
 
isn't anyone concerned about the lack of rollerball/sensor ball? i love this one button scroll and or click option, and i think it will be missed.
just me?

I like that on the Incredible too, but I don't miss it at all on my Evo.
 
Oh, the misinformation. Texel rates have to do with texture fill which requires more processing. Pixel fill is the underlying performance spec and it often relates to raw fill without the need to render texture. Both rates can refer to triangles.

About fifteen years ago 3d, 2d, and video decoding were individual silicon solutions. Once you decode video, it simply is mapped to the screen in 2d. Assuming the decoding isn't limiting your ability to display video, it comes down to 2d refresh capabilities of the chip and display. I can tell you that on the chip side, technology surpassed the ability to refresh wvga resolutions over a decade ago. I have to assume the oled display is up to snuff as well. So, again, 3d and fill rates have nothing to do with displaying video.

I'm not going to argue this with you, because clearly both you and I consider ourselves to be correct. I'm the kind of person that likes to learn, so if you could, please PM me any links you can find to support your information. I'll research this more in my spare time tomorrow.

Right or wrong, a sincere thanks for your insight.
 
About twice as good as the DI.

My girl's Vibrant, when fully charged, can last about 28-30 hours. I get that with the 3500 mAH Seidio extended battery. I think the Samsung is rated at 1300 or 1500 mAh (stock battery).


That might not be comparing the same thing. I bought a Seidio 1750 and after having both replaced (stock and Seidio) the stock still outperforms the Seidio. I don't think Seidio's mAh ratings are quite kosher.

I'm not saying that Samsung isn't better on battery usage, but a more fair test would be between Samsung's stock and a 2150 from HTC if you want to compare stock (Sam) to extended (HTC).

Another thing, I believe battery life is supposed to be better on GSM than on CDMA. When you look at the same phone on different carriers (GSM to CDMA) with the same battery, the GSM will usually be better, but at the cost of less range and ability to penetrate buildings.
 
I'm not going to argue this with you, because clearly both you and I consider ourselves to be correct. I'm the kind of person that likes to learn, so if you could, please PM me any links you can find to support your information. I'll research this more in my spare time tomorrow.

Right or wrong, a sincere thanks for your insight.

Pixel Fill Rate - How fast a GPU can draw pixels.

Texel Rate - Is how fast the GPU can fetch texures.

They are both related creating polygons.

Again, I think you need to do research as these have NOTHING to do with video encoding/decoding and playback.
 
I'm not going to argue this with you, because clearly both you and I consider ourselves to be correct. I'm the kind of person that likes to learn, so if you could, please PM me any links you can find to support your information. I'll research this more in my spare time tomorrow.

Right or wrong, a sincere thanks for your insight.

I don't know how better to explain this. Pixel fill has to do with performing millions of calculations based on a programming sequence through an API like OpenGL. I'm going to assume you know what that is. Like with programming, you're directing complex machine code operations through a high level language. It's like me describing a scene to you while you draw it out with a box of crayons, frame by frame. The complexity exists in your ability to reproduce the intricate detail. Video display is the exact opposite. Once decoded, it's pure pixel mapping. It's more like me just telling you what color to draw for each pixel. No complex interpretation needed.

Under your assumption, a video file would be telling the gpu to draw a face (for example) and it would render that face. If that was the case, the complexity of the encoding algorithm would be through the roof. Remember, video comes in pixelated and thus ultimately is output as such. Encoding serves to appropriately compress the video for storage as bitmapping 120m of video in any standard or HD resolution at 30fps is unreasonable.

I'm sure there's something out there that supports this, but I just don't have the time right now to go searching for it. You're gonna have to take my word for it, if you choose to do so.
 
If I were buying a phone I'd probaly get the Fascinate. But honestly it's missing a couple features that I want on my next phone so I'll wait. I will probably still go and play with one when its available but it have to really blow me away to make the switch
 
Pixel Fill Rate - How fast a GPU can draw pixels.

Texel Rate - Is how fast the GPU can fetch texures.

They are both related creating polygons.

Again, I think you need to do research as these have NOTHING to do with video encoding/decoding and playback.

Your explanation is lacking. Despite my attempt to reach out and be polite, you're still being condescending, so no, I won't take you seriously. Also, fill-rate has nothing to do with polygon fill. You can change the Z-value to zero and make a 2D game that is still heavily fill-rate dependent without the use of polygons. You are confusing pixel and texel fill-rates.

I don't know how better to explain this. Pixel fill has to do with performing millions of calculations based on a programming sequence through an API like OpenGL. I'm going to assume you know what that is. Like with programming, you're directing complex machine code operations through a high level language. It's like me describing a scene to you while you draw it out with a box of crayons, frame by frame. The complexity exists in your ability to reproduce the intricate detail. Video display is the exact opposite. Once decoded, it's pure pixel mapping. It's more like me just telling you what color to draw for each pixel. No complex interpretation needed.

Under your assumption, a video file would be telling the gpu to draw a face (for example) and it would render that face. If that was the case, the complexity of the encoding algorithm would be through the roof. Remember, video comes in pixelated and thus ultimately is output as such. Encoding serves to appropriately compress the video for storage as bitmapping 120m of video in any standard or HD resolution at 30fps is unreasonable.

I'm sure there's something out there that supports this, but I just don't have the time right now to go searching for it. You're gonna have to take my word for it, if you choose to do so.

Your explanation makes sense, but I'll have to do some research on the matter as well. I understand the time limitations you have, and appreciate your help.
 
Your explanation is lacking. Despite my attempt to reach out and be polite, you're still being condescending, so no, I won't take you seriously. Also, fill-rate has nothing to do with polygon fill. You can change the Z-value to zero and make a 2D game that is still heavily fill-rate dependent without the use of polygons. You are confusing pixel and texel fill-rates.
QUOTE]

:eek:


At this point, I'm not taking you seriously as this is you never tried to be polite to me...and it is you who is trying to insult me. My posts only had statements...and nothing else.

"Your explanation is lacking. Despite my attempt to reach out and be polite,"

Thats not exactly reaching out and being polite...now is it?

Anyway, you don't seem to have any knowledge of how games are made using polygons and how video encoding/decoding work.

I had to bold your above statement, because its comical. So you obviously don't know that Polygons are 2D. In order to make a 3D object you need to use multiple polygons.

Also, when you are talking about texels, you are talking about mapping textures to polygons.

http://en.wikipedia.org/wiki/Texel_(graphics)

I don't see how you are going to use texels in a live action movie...it just doesn't make sense.

You are confusing measurements that are associated with GPUs for 3D performance with video encoding/decoding capabilities. They are two seperate things.

Now lets get back to talking about mobile phones...shall we :)
 
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