• After 15+ years, we've made a big change: Android Forums is now Early Bird Club. Learn more here.

LG G3 Pre-release/Rumor/Speculation Thread

Status
Not open for further replies.
Lmao!

The speaker is unique (here) because it uses molecular displacement rather than amplitude displacement to create sound waves.

Take a sink, water, with a floating cork.

Push (without miniature tsunamis) to make waves.

That's how speakers work. Want it louder? Push the waves harder with your hand. Common sense.

Most all speakers work that way.

But watch the cork. It doesn't move with the waves, it bobs up and down.

Now same experiment - except this time, push the cork up and down.

Big waves faster without the work.

At the micro scale, amplitude displacement vs molecular displacement.

When the Rolling Stones made the Guinness Book for the loudest concert in the late 70s, their woofers were traveling over a half foot. The air molecules? A half a millimeter.

Diaphragm speakers work on this principle and were developed by Bell Labs in the 30s. The ones in my den are 5 feet tall, puny to what you've heard at a Bob Dylan concert or an IMAX theater where they're really popular.

Could the idea work on a phone?

Kyocera brought it to market last year.

Phandroid didn't want to hear it from me because I'm not a writer. The competitors didn't want to hear it if my own team didn't.

This technology exists. You've probably heard it and have been blown away.

And it's so cheap that Kyocera could do it on a crappy phone.

And it freaking rocked.

Lmao. I'd love nothing better than this new invention to be discovered and pioneered. :D

Because it's just so new. :rofl:

I apologize. But they do it to us right and left to the point that I could write a book - a worstseller.

I have to laugh to drive away the pain. :rofl:


Yeah, but do they have a flux capacitor? Just saying :) ;)
 
Paraphrased, he said -

Gaming performance and, battery life are great because apps are still running 1080p.

Ummm... I'm sure he's a great guy and all but whatever he's studying, I hope that it is not engineering.


He could be referring to scaling. No current Android game is drawn at the res the G3 uses. Again, a complete waste of resources if so.
 
The battery in the G3 is apparently a little different in a couple of ways. They have replaced the metal in the cathode with graphite and there is software that adapts the situation for better power management.

Also, for those of us who run out and get extra batteries, it would pay to be a little careful. The OEM battery on the G3 apparently has a slight curve to accommodate the case, so be wary of aftermarket batteries that might not fit.

The bottom line is that this battery is supposed to give about the same power that a 1080 (G2) device would have. We'll see.

then it probably does not make sense not to buy a non-OEM battery.

Let's estimate the price.

I'd say $699 for 3/32 and $599 for 2/16.
 
then it probably does not make sense not to buy a non-OEM battery.

Let's estimate the price.

I'd say $699 for 3/32 and $599 for 2/16.

I think you're too high by $100 each. The G2 was $500, and that's where I'd put the 2/16, with the 3/32 coming in at $600, the going price for a flagship these days.
 
I know he's referring to scaling.

The phone doesn't magically lose pixels just because something is scaled.

Yes, but a profound resource savings for power, heat and battery if the GPU only has to pass through the geometry for relative adjacent pixel scaling rather than the GPU having to run algorithms to push to each pixel. That is a key reason for scaling and why some games and drivers/cards perform better than others. Android and PC in general :)

Simply put, the less the GPU has to think, the less busy it has to be. Scaling is a more direct hardware path, but calculating for each pixel is a pure waste of resources and VERY redundant.

Added:

Will be interesting to see when the carriers confirm what models they will sell...
 
I'm fine w/USB 2. I do big transfers on my laptop anyway and then put in the microSD.

I wouldn't mind USB 3, but it is not an issue for me.
 
Interesting..Inside LG's G3: How vacuums, focus groups and competitive pressure shaped a smartphone

"..But if the battery stays exactly the same size, won't the higher-res Quad HD panel suck up a lot more power? Not if the company's marketing claims speak the truth: The display utilizes something called dynamic frame rate control, which tells the display to stop refreshing if you're on the same screen for long periods of time. If the content on the screen stays the same, the frame rate drops to 30 fps, which should be a huge aid to battery efficiency."
 
Yes, but a profound resource savings for power, heat and battery if the GPU only has to pass through the geometry for relative adjacent pixel scaling rather than the GPU having to run algorithms to push to each pixel. That is a key reason for scaling and why some games and drivers/cards perform better than others. Android and PC in general :)

Simply put, the less the GPU has to think, the less busy it has to be. Scaling is a more direct hardware path, but calculating for each pixel is a pure waste of resources and VERY redundant.

Added:

Will be interesting to see when the carriers confirm what models they will sell...

Ok. He referred to games AND other apps.

I don't know about you and I don't know about games - but virtually all other apps in Android (that follow Google coding standards) are already scaling in software to accommodate the wide variety of screen resolutions, and video uses a hardware scaler in the SoC.

And under those conditions, what do we all know the number one power draw to be on any phone?

The screen.

And app scaling, outside of games if you say so (and I have no reason to doubt you), is NOT going to change when other apps are 1440p capable.

LCD panels draw an almost constant power when on, with about 2% more for pure black vs. pure white. Backlight power depends on the brightness setting.
As for games, I did see the whole screen lit up. Is the GPU output going directly to screen memory or through the display processor. If the latter, yes, scaled games must save GPU energy.

Otherwise, no.

And that's why I object to blanket statements made by charismatic people on YouTube and blogs. It's too easy to believe everything that they say.

Listen to the video again.

I like the guy, don't get me wrong, but some things are important and ought not be rushed into without thinking.

Other than faster file transfer speed, what benefits does USB 3.0 have over USB 2?

(side note - I was shocked they stuck with USB 2 - there is no reason a 2014 flagship shouldn't have USB 3)

Faster charging on a PC, instead of 500 mA, it can go to 900 (as memory serves).
 

Dynamic frame rate control - the screen stops refreshing for constant images.

Excellent idea. That's why it's built in to all high end LCDs since 2008 or so. Probably earlier. I don't recall.

LCDs do not refresh. No light-generating phosphors are decaying after being hit with a spray of electrons, like a CRT or a plasma, with refresh cycles needed to fight the decay.

LCDs update.

An LCD screen has 3 subsystems. A backlight, the LCD panel, and the color layers in front.

Each LCD subpixel is an aperture. Ok to think of it as a window with a shutter and the shutter is on an electric motor.

In front are a sandwich of colored filters and polarizers that color white light into red, blue or green, whichever constant, for that subpixel. Ok to think of it as a green lens for a green subpixel and so forth.

The backlight is huge by comparison and feeds either the whole panel the same, or sometimes controlled separately for a few regions (called local dimming).

Suppose that for whatever shade of that subpixel's color, we tell the motor to open up the shutter to 60%. It's going to do that and hold it there.

Next cycle, we still want the shutter at 60%. How much work will the motor do? Zero change.

And suppose you want to get through the update cycle as fast as possible so you have a sharp, crisp, pleasing display with video.

Ok, for a 1440p display, allocate an additional 11 MB of ram (every Android shares its ram with graphics, a big reason you always see less than the specified amount) and remember the last values sent to each subpixel - and do not waste time sending commands that motors will ignore because they're already doing it.

Hats off to them for finding a clever way to market that.

From now on, the other makers are going to be interviewed to see if their new models have this new exciting feature.

They'll get to say yes but today is the day that the blogosphere heard about it - and LG has now officially invented it. :D
 
Status
Not open for further replies.
Back
Top Bottom