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lundi 26 septembre 2016

Google’s October 4th Event Likely to Talk about Android-Chrome OS Hybrid “Andromeda”

We had every reason to be pumped up about the upcoming October 4th event from Google. After all, it's not everyday that Google releases new hardware that has had heavy influence from the Search Giant — keeping in mind that Google is still primarily a software company. But recent news might give us even more reason to be excited about the event.

First up, Google's SVP of Android, Chrome OS and Google Play, Hiroshi Lockheimer tweeted a cryptic message about October 4th being a significant point in recent times, much alike the time when Android was first released.

By itself, the tweet tells us nothing new. We know Google will be releasing its "made by Google"-marketed Pixel devices on this day, so the tweet could be complete in that sense. That's a significant first for Google and for Android, so it is not far-fetched to think of it as being something very important for Android as a whole, especially if Google decides that Pixel is the route that they are going to stick with for the future instead of Nexus.

But once the tweet went out, multiple sources started pointing that Pixel might just be a part of the complete picture. Android Police went on record to say that Google might tease the long rumored Android-Chrome OS hybrid, codenamed "Andromeda", during the October 4th event. This hybrid OS was first talked about when The Wall Street journal published a report a year ago claiming information from multiple sources of the existence of this OS. They mentioned that while the OS will be unveiled in 2017, Google might show off an early version of it in 2016. With 2016 entering its last quarter, and with Google having an event planned already, the stage is set for the world to know more about Andromeda.

Then, 9to5Google came forward with a report claiming that the unreleased Andromeda is being tested on the HTC-made Nexus 9. They found multiple references to Andromeda in the Android source code. One such set of references is in SurfaceCompositionTest, which is said to be a set of low-level tests to measure graphics performance.

According to the tool, the minimum score (all we know is that these scores generally refer to a device's graphics performance) needed for Andromeda is an 8.0. By comparison, Android seemingly requires at least a 4.0. One of the more notable aspects of this specific test is that it was performed on the Nexus 9 which scores "around 8.8," a score just barely surpassing Google's minimum requirements.

Another reference to Andromeda is here, and coincidentally, the Nexus 9 is once again referenced as well.

image-001

Andromeda gets yet another mention here, where an upcoming free-form window management feature (which is already present on Android 7.0 Nougat but is not easily user-accessible) is being talked about. There's no mention of the Nexus 9 here, but talking about something like free-form windows makes sense if your OS targets tablets, PCs and laptops more than just smartphones.

So from what we know so far, Andromeda is real and it is coming in the distant future. There's a good chance that Google just barely teases the new OS in the October 4th keynote, but there are slim possibilities that an early alpha release might just be announced as well, which would be in-line with The Wall Street Journal's report. Even if the Pixel and Andromeda do not excite you, October 4th is the event to look forward to for the future of Nexus, Android and Chrome OS to see what Google's plans are.

What are your thoughts on Andromeda, Google's upcoming Android-Chrome OS hybrid? Should Google release yet another operating system? Let us know your thoughts in the comments below!



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Replacement Galaxy Note 7 Units Continue to Have Battery Issues

Samsung has been trying to replace defective Galaxy Note 7s as quickly as possible, but it looks like the South Korean tech giant has run into yet another issue with the device. It's being reported that customers in South Korea who have had their Galaxy Note 7 replaced are still experiencing issues with the batteries inside their smartphones. Thankfully, it's not the same defect that has been causing units to catch on fire and explode, but this isn't helping the company's reputation at all right now.

South Korean customers have reported their new replacement units are having one of two new issues with the device. Some people have noticed their Galaxy Note 7 begin to overheat while the device is charging. There haven't been any new reports of explosions from this overheating issue, but it definitely is a possibility if they heat up past a certain extent. Other customers have noticed their Galaxy Note 7 is actually losing battery life while the device is plugged in and supposed to be charging.

Samsung is currently calling these new issues "isolated incidents" and cannot confirm whether or not this will be happening in other parts of the world. So far, there hasn't been any reported issues like this for those in the US having their Note 7 replaced, but it is something that customers should look out for. So even if your Galaxy Note 7 has the green battery indicator in the status bar, you'll still want to keep your eye on the device while it's being charged. It would be a good idea to not only monitor if the device is actually being charged, but to also check and see if it is overheating too.

We'll be keeping our eye on the Galaxy Note 7 forums here to see if this turns into a common issue in other parts of the world. We are bound to learn more in due time.

Source: The Wall Street Journal



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Mediatek Officially Unveils the 10 nm Helio X30 and 16 nm Helio P25

At a press event in China, MediaTek held their official launch event for their long awaited flagship Helio X30, and their latest mid range chip, the Helio P25.

The Helio X30 is a 10 core big.LITTLE chip, with two 2.8 GHz A73 cores, four 2.2 GHz A53 cores, and four 2 GHz A35 cores on TSMC's 10 nm FinFET+ process. The Helio X30 brings support for up to 8 GB of 1866 MHz LPDDR4x RAM, support for eMMC 5.1 and UFS 2.1, faster image processing (claiming support for up to 28 MP at 30 fps), video encode at up to 4k 30 Hz with both HEVC and VP9, hardware accelerated video decode at up to 4k 10 bit 30 Hz with support for both HEVC and VP9 (although unfortunately not VP9's successor AV1, which is expected to start making waves next year when the Helio X30 releases), 2560×1600 displays at 60 Hz or 1920×1080 displays at 120 Hz, better audio with a claimed 120 dB SNR and -100 dB THD (up from 110 dB and -95 dB on the Helio X20), a faster sensor processor (using a higher clocked Cortex-M4), category 10 LTE with 3x carrier aggregation, and a 2×2 802.11ac wifi radio.

Helio X30 X20 SpecificationsHopefully the move to A73 cores and a 10 nm process will result in better thermal performance than what we saw last year, as many phones with the Helio X20 and X25 effectively disabled their A72 cores, and ran on just the 8 A53 cores in most situations. The A73 is a fantastic core, with ARM slightly shortening their pipeline in order to get better thermal performance, higher clock speeds, wider out-of-order execution, and larger caches, which should continue on the fantastic performance that we saw from the A72 core.

PowerVRThe move from A53 cores to ARM's new A35 cores for the smallest cluster is a fantastic addition. A35 cores use an incredibly low amount of power, and should be a spectacular fit for low-power tasks while the phone is sleeping, and should provide some real differentiation from the A53 middle cores. On the Helio X20 and X25, the small clock speed differences between the two sets of A53 cores brought up serious questions as to how much benefit MediaTek actually sought to gain by adding the extra cores, and how much of it was just about hitting the number 10 for core count for marketing purposes (with phones now actively advertising core count directly on in-store displays).

MediaTek will also be switching away from ARM's Mali GPU series, and back to Imagination Technologies' PowerVR GPU series which was found in the original Helio X10. They will be using the PowerVR Series7XT in either a 4 cluster or 4 thread configuration running at 820 MHz. That would indicate that they are likely using either the GT7200 or GT7400 GPUs, clocking in at either ~105 GFLOPS or ~210 GFLOPS (FP32). While GFLOPS is a fairly poor way to measure performance, that could indicate an improvement over the ~105 GFLOPS Mali-T880 MP4 used in the Helio X20. Unfortunately, it is still quite a ways behind the Mali-T880 MP12 found in the Exynos 8890, and the Adreno 530 found in the Snapdragon 820, let alone what Qualcomm and Samsung will be launching next year to compete with the Helio X30. That being said, the doubling in RAM speed compared to the Helio X20 and X25 should provide a major boost over what we saw this year, as GPUs benefit greatly from faster RAM.

Helio P20Unfortunately, the shift to Imagination Technologies won't help on a development front either (despite MediaTek's recent efforts to be more developer friendly), as PowerVR is currently known for having the worst open source support out of any major GPU vendor, despite being a high priority project at the FSF for years. There have been reports that there is talk internally at PowerVR to follow in AMD's footsteps to fix this issue, however no public comment on their path forward has been made yet, and one of the main champions of the open source driver left the company last month for greener pastures. Unfortunately, there is not much that we can do at this point other than hope for the best.

As part of the launch party, MediaTek also talked a bit about their Helio P20, which recently released for sampling to manufacturers. The P20 will be produced on TSMC's 16 nm FFC node, and will have 8 A53 cores clocked at 2.3 GHz with a Mali-T880 MP2 GPU at 900 MHz, either up to 6 GB of 1600 MHz LPDDR4x RAM or up to 4 GB of 933 MHz LPDDR3 RAM, hardware accelerated HEVC video decode at up to 4k 30 Hz, video encode at 4k 30 Hz in h.264, support for 1920×1080 displays at 60 Hz, 110 db SNR and -95 db THD audio, and category 6 LTE with 2x carrier aggregation with Dual-SIM Dual Standby support.

While MediaTek didn't reveal much about the Helio P25, it is expected to be a higher clocked version of the P20, similar to the differences between the Helio X20 and X25.

What do you think of MediaTek's new chips, and their recent progress in the mobile market? Let us know in the comments below!



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dimanche 25 septembre 2016

Android Gaming Graphics at a Standstill: What Is Holding Us Back, and the Path Forward

Over the past couple years, we've seen a massive shift in the Android gaming market. Many major companies have shifted away from releasing new original graphically intensive 3D games, and are instead focusing more on either porting games from other platforms, or expanding their current games, often in an attempt to drive microtransactions.

This is fantastic for mid-range and budget devices, as despite their weaker GPUs, they are now starting to be able to play everything and anything out there, but it leaves flagship devices wanting something more. Not every phone is going to have an Adreno 530 (while not a very reliable comparison, at ~500 GFLOPS peak performance, it is twice as fast as an XBox 360's 240 GFLOPS ATI Xenos processor), with the popular Adreno 505 found in entry level processors running at 1/7th the speed. Despite the lack of improvement in dynamic effects, the massive resolution increases that we have seen have resulted in games struggling to run at full native resolution, with OEMs having to develop resolution limiting tools, like Samsung's Game Tools and HTC's Boost+, and many developers deciding to hardcode their games for 30 Hz and lower resolutions (restrictions which are lifted on some devices).

HTC Boost+ Battery LifeThose decisions highlight a stark truth: most Android devices are battery powered (with some exceptions like the Nvidia Shield TV), and developers have to balance quality with power usage (and heat). As you increase the graphical performance, you also increase the amount of processing being done, and the amount of power being used. Too hot, and people won't be able to play for very long (and their hands will be sweating the whole time), certainly not smoothly anyway. Not enough power used, and you won't be able to create the graphical representation that you want.

And those performance goals really are a moving target. Different chipsets and devices will have different levels of performance that they can accomplish without getting too hot, and you have to use the NDK to code for each one if you want to get the most out of the hardware available to you. Some devices are also thermally constrained due to factors outside of the processing package

On the PC side, we've recently seen a shift towards developers and consumers focusing on increasing average frame rates (with a proliferation of 144 Hz displays), reducing microstutter, and preventing frame drops (or at least making them more bearable through technology like Freesync, which itself shares a lot of technology with the panel self refresh found in phones), as graphical improvements have seen diminishing returns. There still is a long way to go in regards to reaching a level where there is no longer any benefit to graphical improvements, but people started discovering that the smoother gameplay that comes with consistently high frame rates is extremely enjoyable.

NFS: No Limits Demo ShotBut who will drive these graphical advancements? We currently have a dearth of premium graphically intensive apps on Android. Many major game series that were previously paid apps are shifting towards a freemium model. Modern Combat and Dungeon Hunter had 4 paid releases before they started shifting towards freemium in the past two years, with Modern Combat 5 even starting out as a paid app before Gameloft switched it over.

EA's Real Racing 3 and NFS: No Limits look fantastic, but they also shifted their respective series from full-price games to freemium. They are absolutely littered with microtransactions (with in-game purchases running from $1.39 to $139.99 per item up here in Canada), including the pay-or-wait mechanics that have become so popular in freemium games, with you having to pay to refill your fuel gauge every couple races (or wait for it to refill). Dead Trigger 2, Assassin's Creed Pirates, and others have followed the same trend. The latest Assassin's Creed game, Identity, had its international launch earlier this year (with a soft launch two years ago) and is a mix of the two, with a full-price purchase, followed by microtransactions in the game.

Hockey Bird (Angry Birds 2012 IIHF Ice Hockey World Championship)Now, that's not to say that all games are shifting towards microtransactions and advertisements. We're still seeing many games like Pixel Dungeon and Square Enix's GO series that are fantastic stand-alone games. These games may not be the most graphically intensive out there, but their focus on solid core gameplay mechanics and pick up and play gameplay have created loyal followings that come back for every update or new release. And that holds true both for full price games and freemium games as well. The Angry Birds empire was built on the back of simple easy-to-learn gameplay, the ability to pick up and put down the game if something pressing is happening around you, and an over the top story-line designed to make you chuckle. All those things came together to create a huge merchandising line (with soft drinks, toys, cookbooks, theme park rides, and even the mascot for the 2012 IIHF Ice Hockey World Championship), and resulted in a highly successful film (pulling in almost 5 times its budget at $346 million in ticket sales).

That ability to pick up and play the game, and drop it on a moment's notice without worry really is major selling factor for many mobile games. Even just short time wasters like Flappy Bird, Crossy Road, Stack, and Nintendo's upcoming one-touch Mario game have huge followings, thanks to the simple mindless fun that they bring.

We've also seen an upswing in games that use carefully planned art direction to create stunning visuals, often without needing the most powerful processors. Games like Monument Valley, Limbo, Duet, and Alto's Adventure that are beautiful to just look at, never mind the gameplay. Games that people not only want to play, but want to watch while they are playing it. Games where you find yourself immersed in the splendour of the game world.

We've also seen an upswing in games that use carefully planned art direction to create stunning visuals, often without needing the most powerful processors.

But while there has been a lull in new graphically intensive 3D games on Android, we have seen a resurgence of them on iOS. Apple's low resolutions, powerful GPUs, and low-level graphics API have resulted in a rich market of graphically intensive games, with flagship titles like Infinity Blade being created to showcase the platform's strengths, and existing games like Asphalt 8 being updated with Metal support, resulting in improved dynamic effects and other graphical enhancements. Enhancements that we haven't seen lately on Android, where all the recent improvements for Asphalt 8 have been about driving microtransactions.

Now, certain developers may be waiting for Android to support Vulkan before pushing those graphical updates, as coding them in for the current OpenGL versions as well may be seen as a pointless duplication of effort by some. The phones, tablets, and set-top boxes that can fully take advantage of the improved effects are the recent flagships, the ones that are likely to get Android 7.0 and Vulkan support.

Vulkan_500px_Mar15Vulkan is a huge deal for Android gaming (and for PC gaming as well). It's a new graphics API being developed by the Khronos Group (the same industry consortium in charge of Android's historical graphics API, OpenGL), that has evolved as a result of AMD donating their Mantle codebase to create an open standard (and an open source Vulkan SDK).

It results in substantially lower power usage and substantially higher performance by giving more direct access to the GPU. It also brings the Android platform to parity with the desktop, as the same version of Vulkan is used on both, whereas with OpenGL many phones used a cut down version known as OpenGL ES.

Could this be part of the reason why Google required support for either Vulkan or OpenGL ES 3.1 in Nougat, resulting in support for devices with the Snapdragon 801 chipset being dropped? Google may be trying to use Android 7.0 Nougat to create a platform for developers to target for graphically intensive games. A platform that is guaranteed to have better support for recent graphics APIs, allowing games to take advantage of the massive performance improvements that Vulkan brings (or even just OpenGL ES 3.1).

WALT_photoThey are doing it publicly to some extent as well with the Daydream platform specification, which is built on the backbone that Google Cardboard laid. The Daydream platform requires Android 7.0, Vulkan support, some special tuning for low latency, and a minimum hardware level. And Google has been pushing to make it easier to test and improve devices in order to ensure that, especially with the launch of their WALT latency timer, which costs $50 instead of the thousands that similar equipment normally would.

So far we've seen only two phones announced with support, the ZTE Axon 7 and the Asus Zenfone 3 Deluxe (with the Nexus 6P not being considered to be representative of Daydream ready due to issues with "thermal performance"), but there are more coming from Samsung, Huawei, HTC, LG, Alcatel, Xiaomi, and others, Now, Daydream is a specification for virtual reality support, but large portions of it carry over to day to day gaming as well.

It will be interesting to see how the arrival of Vulkan causes a shakeup in the market over the next couple years. As games begin to adopt it, we will see improved graphic performance, higher frame rates, and potentially reduced power usage as well. Vulkan is a huge improvement, that will allow us to get more out of the same hardware.

The tech demos using Vulkan on Android, like Epic Games' ProtoStar Unreal Engine 4 demo, are simply beautiful, much like the ones that we've been seeing with Metal on iOS, like Epic Games' Zen Garden demo. It will be amazing to see the games that are released using Vulkan; even if we are not particularly enthusiastic about gaming on our phones, it's always exciting to see just how powerful our devices are getting, and gaming is one of the best ways to make that power tangible to consumers.



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SystemGlow Adds CPU Load And Network Activity Info on Top of Your Status Bar

Most modern day smartphones are equipped well-enough to blaze through common, everyday tasks of the normal users. Making a call, sending a text or an email, checking out images in the gallery — all of these are tasks that should be no sweat to any smartphone.

But even the best of the best have instances where they slightly falter. For reasons unknown, your smartphone starts running a little warm in everyday tasks, and work more than it should. It's not enough to start worrying about the occasional falter, but perhaps you just might want to keep a cautious eye on such anomalous behavior.
This is where apps like SystemGlow come in. Developed by XDA Senior Member Flyview and currently in Beta, SystemGlow adds a small bar on top of your status bar as an overlay. The app is simpl and does not over-promise on what it can do: it adds two minimalistic real-time overlay on top of your status bar — the red bar denotes CPU Load and the blue bar denotes Network activity. You can set up the bars to be hidden when the status bar is hidden (like in games if you want), and you can choose to have the bars animate when you put your phone on charging. You can also set what priority the notification for the app would be.

Absence of blue bar indicates no network activity -- not something you want during Vainglory Blue bar glowing bright to denote good network activity, and still not getting in the way of the video

Unlike the battery bar we see in Custom ROMs, these bars glow brighter and go dull based on the activity, instead of using the length of the bar to denote percentage. The result is that these bars are easier to ignore when you don't need that info (or have no real reason to see it), since they are more subtle and uniform.

The bars are very subtle when you have negligible activity Making it easier to ignore when you don't need the info

There are no true cons to this app since it does what it promises very well. The app would need to have a notification active to keep itself in memory and continue working, but the dev promises that the power use of the app is low with negligible battery impact. The app descriptions do mention configuration of the refresh rates, bar colors and thickness, but these options are locked out for free users. You need to purchase the premium upgrade to unlock these options.

screenshot_20160925-202413

Lock denotes locked features

SystemGlow would be helpful when you need to see the situations where your phone goes into full-performance loads for extended periods of time in tasks when it should not, like making a phone call, or perhaps it can help spot a misbehaving media server operating in the background. Or you can use it in games where you need to keep an eye on whether your flaky network is working as intended. If you need full fledged resource monitors with extensive history database creations and a ton of features, you need to look elsewhere, because this is a simple app for a simple job and it does exactly what it promises to do. That being said, it's nicely implemented and unobtrusive enough that you might want to leave it on.

You can get SystemGlow from its XDA thread. You can also get it from the Play Store once you opt into its Beta program, or you can get it from XDA Labs as well.

What are your thoughts on SystemGlow? Let us know in the comments below!



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PSA: Disabling Accessibility Services Breaks OK Google Audio Feedback on Nougat

"OK Google, what's the weather like tomorrow." The Google App's voice recognition feature is incredibly useful for answering many basic questions, though the feature tends to be underutilized in public spaces. Many phones with dedicated voice processing chips are able to summon Google Search with a simple hotword, and if your phone isn't silenced you'll hear a beep indicating that the hotword was recognized.

But there seems to be a rather peculiar bug affecting the Google App on Android Nougat, and it's the apparent absence of auditory feedback during OK Google voice recognition. It appears that the issue arises when the user has disabled all accessibility services under Settings –> Accessibility. In order to restore auditory feedback for voice recognition, all you need to do is enable any accessibility service that you have listed in the menu.

This bug seems to occur no matter which version of the Google App you're running (we tested on older versions as well as a beta version released yesterday). We're not exactly sure why this bug occurs, or exactly why enabling an accessibility service seems to fix this search issue, as a comparison of the logcat output with and without an accessibility service enabled doesn't show any obvious changes that would account for this bug.

But the fact that enabling an accessibility service solves the problem seems to suggest that the Google App uses accessibility events, maybe TYPE_WINDOW_STATE_CHANGED, to detect when the DspHotwordVoiceSearchActivity is called to draw a PopupWindow on top of the current activity. There might have been some obscure change with the way accessibility works on Nougat to cause the Google App to explicitly require accessibility events to be sent, whereas this wasn't necessary in previous versions of Android.

Of course, since the Google App is closed source, there's no way to actually verify why this bug occurs. We'll just have to notify Google of this issue and hope to see a quick patch in the next version of the Google App.


Thanks /u/alphanu22



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Weekly Debrief

It has been an awesome week in android news! Google is launching some new apps and leaks continue to appear for the Google Pixel phones. We are getting close to the October 4th event where Google will announce the Pixel and the Pixel XL. Stay tuned for more news as we continue to get more information. If you missed out on anything juicy this week, here are some of the best articles.

Google Pixel And Pixel XL Display Assembly Leaks Show a Balanced Front Design

As  we inch closer to the launch day of the Pixel duo, new leaks are flowing in giving us a better picture of what to expect. The Android community expected a set of Nexus devices this year, but in line withGoogle's renewed focus on hardware, what we are getting instead are the Google Pixel and the Google Pixel XL.

Read more

Google Publishes Teaser for October 4th Event; Meanwhile Pixel Pricing and Pics Continue to Leak

The Pixel and the Pixel XL have been rumored for launch on the 4th of October, and now, Google has confirmed a phone-centric event for the same date. The minimalistic teaser starts off with a search bar and slowly transforms into the silhouette of the phone. The short url mentioned in the video descriptiongets redirected to madeby.google.com.

Read more

Say Hello to Google Allo, Google's AI Powered Messaging App

When Google Allo was previewed at Google I/O 2016, the world got excited about talking with bots all over again. Allo and its Smart Assistant features placed a personal bot at your fingertips, one that was promised to learn over time and make your life a few clicks and taps easier. Google Allo was said to be publicly released by in Summer of 2016, and as expected, Allo is rolling out now!

Read more

Introducing Google Trips

Meet Google Trips. It's designed to give you everything you need to have the best vacation, right at your fingertips. Fill each day of your trip with fun activities you love without all the work. Go with Google Trips, available now on Android (https://goo.gl/XJEJjZ) and iOS (https://goo.gl/8ATFCy).

Watch the video



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