Choice between Samsung Galaxy S2 and Nokia Lumia 800 !

AndroidFan

Peak Oil is real!
Browsing experience is the weakest point of gs2.

I hope you know the PURE GOOGLE PHONE CANNOT PLAY xvid/mkv natively?
All 3rd party video players are junks compared to the touch wiz video player.

Native support is bullshit. We are talking SmartPhones here... We don't need native support when we have a massive supporting ecosystem...

If you can, please try MX Video Player from the Android market. Touchwiz video player is junk compared to it...
 

red dragon

Master troll
Mate,you do not have any freakin idea of what you are talking about.

MXplayer plays xvid/mkv with software decoding,major battery drain.
These players(moboplayer,rockplayer,mxv player)
are nothing compared to the stock TW media player.

Only comparable player is the dice player which actually uses the gpu during video decoding(but it is not free)

Please get yourself familiar with basic things like these before making expert comments.

In plain words
Without the appropriate drivers for the gpu,no dev can use it and Samsung will never give it to devs.

And try to become a smart user of a phone than a smart phone user.
 

techbulb

eUREKA...
You can use snappz market or blackmart to download dice player or any other apps .apk free but you have to search snappz market app on google and blackmart can be found on snappz market these apps can be used without rooting i use them on my galaxy y since there is no kernel available.you should go for s2 its unmatchable especialy if you root it .my small bro has galaxy s he makes rom (doctorz rom) for it.


peace out ;-D
 
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Sarath

iDota
There are very few people who own both S2 and 800. I suggest you ask individuals who own each device and their experience with it.

I have seen many people very happy with their S2's and at the same time I have a few cases for people ditching their S2 for a Samsung Focus (model name?) which I later learnt to be a 10-15k device. So it all depends on your preference.

I suggest you demo each handset and ask owners of respective devices about them. Don't go after what's on paper. Real world use can cripple even the best of hardware.

I cannot suggest either as I haven't seen the Nokia 800 as yet. But I did get a few minutes with the S2 and I didn't like the build quality (feel) especially when it has to look similar to the "R" which is 10k cheaper. :| But there are many S2 users here and build is actually good.
 

red dragon

Master troll
You can use snappz market or blackmart to download dice player or any other apps .apk free but you have to search snappz market app on google and blackmart can be found on snappz market these apps can be used without rooting i use them on my galaxy y since there is no kernel available.you should go for s2 its unmatchable especialy if you root it .my small bro has galaxy s he makes rom (doctorz rom) for it.


peace out ;-D

We should not talk about these things here.
Dice player from blackmarket does not work on gs2.
 
S

siddhipatel

Guest
Nokia Lumia 800 has windows OS and samsung galaxy s2 has android OS, now you have to decide that which OS is useful or with which OS you are more comfortable and decide accordingly.
 

AndroidFan

Peak Oil is real!
Mate,you do not have any freakin idea of what you are talking about.

MXplayer plays xvid/mkv with software decoding,major battery drain.
These players(moboplayer,rockplayer,mxv player)
are nothing compared to the stock TW media player.

Only comparable player is the dice player which actually uses the gpu during video decoding(but it is not free)

Please get yourself familiar with basic things like these before making expert comments.

In plain words
Without the appropriate drivers for the gpu,no dev can use it and Samsung will never give it to devs.

And try to become a smart user of a phone than a smart phone user.

Are you sure Software decoder uses more battery than hardware decoder? I thought it was the other way round, that is why Android does not default to using Hardware Acceleration even in Android 4.0, and Hardware Acceleration is completely missing in Android 2.x.x

Here is a screen grab from MX Video settings...

*www.imgur.com/UGUPs.jpg

Could you please tell me what are the best settings for decoder? I can switch t HW decoder when the videos are playing... But even in SW decoders, never faced any battery drain...

Cheers!
 

coderunknown

Retired Forum Mod
Are you sure Software decoder uses more battery than hardware decoder? I thought it was the other way round, that is why Android does not default to using Hardware Acceleration even in Android 4.0, and Hardware Acceleration is completely missing in Android 2.x.x

i also heard same. h/w decoding should eat more battery.
 

red dragon

Master troll
No sir,battery drain is proportional to the no. of cpu/gpu cycles over a fixed time.
For current gen of dual core phone with proper hardware decoding far less cpu/gpu cycle is required than software decoding......so less drain(it is pretty obvious aint it?)
Do not trust me?
Ok;try this yourself...
1.play a 720p mp4 file in loop with dice player with hw decoding.
2.Now in dice setting change mp4 playback to sw decode,and loop the video again.
3.compare the drain in both cases.
In sgs2,the drain is more than double in sw decoding.
If your phone has s decent gpu,you will observe the same.

Regarding HW acceleration of ICS,
It is not to make a framework which is gpu driven,the major flaw of Android was the battery drain(the infamous o.s bug)
The hw acceleration of ics in very crude sense is basically a gpu driven launcher,in an effort to save some juice even with those fancy animation and other various eye candys.
This is nothing new actually,Samsung has actually done it with their much hated Touch Wiz;it is butt ugly but extremely easy on battery compared ti ADW,GO and other goodlooking launchers.
(Sense does look good but it is still cannot utilize the gpu properly and also a RAM hog resulting in pathetic battery life in ALL htc androids)

You guys may hate symbian,but it was Nokia who first utilized the gpu in a mobile o.s for other things like gaming.
Apple did the same with i.o.s(resulting a phenomenal battery life in ip4,somewhat screwed with i.o.s5)
Now it is the turn for Android to use the gpu in u.i rendering(their task is far more complicated than i.o.s as they operate in a completely open platform with so many hw variants.
 
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red dragon

Master troll
Are you sure Software decoder uses more battery than hardware decoder? I thought it was the other way round, that is why Android does not default to using Hardware Acceleration even in Android 4.0, and Hardware Acceleration is completely missing in Android 2.x.x

Here is a screen grab from MX Video settings...

*www.imgur.com/UGUPs.jpg

Could you please tell me what are the best settings for decoder? I can switch t HW decoder when the videos are playing... But even in SW decoders, never faced any battery drain...

Cheers!

Absolutely not...we are forced to work on SW compaitibility mode because the SW is not coded properly to use the HW in best probable way.

ICS does finally have HWA for Galaxy Nexus.
Lack of the HWA was/is the most talked about flaw in Android.

With MX video player you can not use gpu in most cases(only mp4 may use it)
Actually you can not choose the decoder for most 3rd party players.

AFAIK Dice player does use hw decoding for most formats in SGS2(You can actually select the mode you want from the settings)

But the best Video player for Android I have seen so far is the TW player(stock player) in sgs2 and Note.
It is the only player which can play 1080p mkv encoded with insane bitrate without breaking a sweat(Mali is indeed insanely powerful)

I have tried to play the same clip in Sensation XE,ipad2,4s(of course demuxed in mp4 container,as Oplayer hd uses sw decoding and it stuttered even in first few seconds)
XE with Dice player hw mode played with stutters[but watchable]
Sw mode understandbly could not even initiate it even in 30 seconds with a drop of 5% battery.

Ipad2 with stock player can play the demuxed mp4 finally,but nowhere comparable to gs2.

I would suggest you to read up a lot more to get a clearer picture.
If you want can p.m links to the awesome
sites which deals with the mobile platform development and coding.
 
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AndroidFan

Peak Oil is real!
Absolutely not...we are forced to work on SW compaitibility mode because the SW is not coded properly to use the HW in best probable way.

ICS does finally have HWA for Galaxy Nexus.
Lack of the HWA was/is the most talked about flaw in Android.


Check out this discussion on Google+

Android Graphics True Facts ---
*plus.google.com/105051985738280261832/posts/2FXDCz8x93s

Dianne Hackborn said:
• Android has always used some hardware accelerated drawing. Since before 1.0 all window compositing to the display has been done with hardware.

• This means that many of the animations you see have always been hardware accelerated: menus being shown, sliding the notification shade, transitions between activities, pop-ups and dialogs showing and hiding, etc.

• Android did historically use software to render the contents of each window. For example in a UI like *www.simplemobilereview.com/wp-content/uploads/2010/12/2-home-menu.png there are four windows: the status bar, the wallpaper, the launcher on top of the wallpaper, and the menu. If one of the windows updates its contents, such as highlighting a menu item, then (prior to 3.0) software is used to draw the new contents of that window; however none of the other windows are redrawn at all, and the re-composition of the windows is done in hardware. Likewise, any movement of the windows such as the menu going up and down is all hardware rendering.

• Looking at drawing inside of a window, you don’t necessarily need to do this in hardware to achieve full 60fps rendering. This depends very much on the number of pixels in your display and the speed of your CPU. For example, Nexus S has no trouble doing 60fps rendering of all the normal stuff you see in the Android UI like scrolling lists on its 800x480 screen. The original Droid however struggled with a similar screen resolution.

• "Full" hardware accelerated drawing within a window was added in Android 3.0. The implementation in Android 4.0 is not any more full than in 3.0. Starting with 3.0, if you set the flag in your app saying that hardware accelerated drawing is allowed, then all drawing to the application’s windows will be done with the GPU. The main change in this regard in Android 4.0 is that now apps that are explicitly targeting 4.0 or higher will have acceleration enabled by default rather than having to put android:handwareAccelerated="true" in their manifest. (And the reason this isn’t just turned on for all existing applications is that some types of drawing operations can’t be supported well in hardware and it also impacts the behavior when an application asks to have a part of its UI updated. Forcing hardware accelerated drawing upon existing apps will break a significant number of them, from subtly to significantly.)

• Hardware accelerated drawing is not all full of win. For example on the PVR drivers of devices like the Nexus S and Galaxy Nexus, simply starting to use OpenGL in a process eats about 8MB of RAM. Given that our process overhead is about 2MB, this is pretty huge. That RAM takes away from other things, such as the number of background processes that can be kept running, potentially slowing down things like app switching.

• Because of the overhead of OpenGL, one may very well not want to use it for drawing. For example some of the work we are doing to make Android 4.0 run well on the Nexus S has involved turning off hardware accelerated drawing in parts of the UI so we don’t lose 8MB of RAM in the system process, another 8MB in the phone process, another 8MB in the system UI process, etc. Trust me, you won’t notice -- there is just no benefit on that device in using OpenGL to draw something like the status bar, even with fancy animations going on in there.

• Hardware accelerated drawing is not a magical silver bullet to butter-smooth UI. There are many different efforts that have been going on towards this, such as improved scheduling of foreground vs. background threads in 1.6, rewriting the input system in 2.3, strict mode, concurrent garbage collection, loaders, etc. If you want to achieve 60fps, you have 20 milliseconds to handle each frame. This is not a lot of time. Just touching the flash storage system in the thread that is running the UI can in some cases introduce a delay that puts you out of that timing window, especially if you are writing to storage.

• A recent example of the kinds of interesting things that impact UI smoothness: we noticed that ICS on Nexus S was actually less smooth when scrolling through lists than it was on Gingerbread. It turned out that the reason for this was due to subtle changes in timing, so that sometimes in ICS as the app was retrieving touch events and drawing the screen, it would go to get the next event slightly before it was ready, causing it to visibly miss a frame while tracking the finger even though it was drawing the screen at a solid 60fps. (Edit: for those who need this made clear, yes of course this particular issue is fixed.)

• When people have historically compared web browser scrolling between Android and iOS, most of the differences they are seeing are not due to hardware accelerated drawing. Originally Android went a different route for its web page rendering and made different compromises: the web page is turned in to a display list, which is continually rendered to the screen, instead of using tiles. This has the benefit that scrolling and zooming never have artifacts of tiles that haven’t yet been drawn. Its downside is that as the graphics on the web page get more complicated to draw the frame rate goes down. As of Android 3.0, the browser now uses tiles, so it can maintain a consistent frame rate as you scroll or zoom, with the negative of having artifacts when newly needed tiles can’t be rendered quickly enough. The tiles themselves are rendered in software, which I believe is the case for iOS as well. (And this tile-based approach could be used prior to 3.0 without hardware accelerated drawing; as mentioned previously, the Nexus S CPU can easily draw the tiles to the window at 60fps.)

• Hardware accleration does not magically make drawing performance problems disappear. There is still a limit to how much the GPU can do. A recent interesting example of this is tablets built with Tegra 2 -- that GPU can touch every pixel of a 1280x800 screen about 2.5 times at 60fps. Now consider the Android 3.0 tablet home screen where you are switching to the all apps list: you need to draw the background (1x all pixels), then the layer of shortcuts and widgets (let’s be nice and say this is .5x all pixels), then the black background of all apps (1x all pixels), and the icons and labels of all apps (.5x all pixels). We’ve already blown our per-pixel budget, and we haven’t even composited the separate windows to the final display yet. To get 60fps animation, Android 3.0 and later use a number of tricks. A big one is that it tries to put all windows into overlays instead of having to copy them to the framebuffer with the GPU. In the case here even with that we are still over-budget, but we have another trick: because the wallpaper on Android is in a separate window, we can make this window larger than the screen to hold the entire bitmap. Now, as you scroll, the movement of the background doesn’t require any drawing, just moving its window... and because this window is in an overlay, it doesn’t even need to be composited to the screen with the GPU.

• As device screen resolution goes up, achieving a 60fps UI is closely related to GPU speed and especially the GPU’s memory bus bandwidth. In fact, if you want to get an idea of the performance of a piece of hardware, always pay close attention to the memory bus bandwidth. There are plenty of times where the CPU (especially with those wonderful NEON instructions) can go a lot faster than the memory bus.
 

red dragon

Master troll
Where did my comment contradict with the article?
Basically it says even with full hw utilization Android will stutter.
This by no way justifies the lack of optimization.
And it deals with u.i rendering,not hd video rendering and it is common sense that forced hw rendering in ALL program will cause subtle change/complete crash in some.
Apple will never release their complete i.o.s source code to devs and we will never know how exactly they made this brilliant hw/sw toggle so effectively.
I myself like Android a lot more than i.o.s but it is indeed coded brilliantly(ofcourse made easier by the closed system approach)
 
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