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Hi Galaxy S II users and developers!
I'm working since months on Galaxy S II Super AMOLED+ screen calibration and rendering customization.
As it takes a lot of time to get something really usable, I decided to publish dev snapshots as a free application on android market.
This project takes so much time because I reverse-engineer all the mDNIe image converter registers one by one. Same for the ld9040 Super AMOLED+ controller.
Then I measure the potential effect of settings found, transform it into comprehensive settings etc.
I also back-up all this by measurements made with a calibrator.
Most of this reverse-engineering will be published as GPL source code.
I don't provide any kind of support for the dev snapshots but I'm sure you'll be interested discussing screen stuff here.
Icon chose is self-explanatory: unstable software!
I have ambitious plans for this application. It may become more powerful than anything you saw before affecting screen rendering on any mobile device
I've installed the Market version but can't see differences between the Native and Samsung mode.
Same as with the earlier version you distributed on Twitter. I've read there you said it worked only on your SGS2. I guess it has been fixed now but still, no changes for me.
EDIT: I see a change now between the 2 modes, my screen mode was set to Movie, not Standard. And I remember having seen in the app you change the Standard mode settings only. Maybe worth adding it to the 1st post?
I was also using the movie mode but sometimes the screen will became a little bit greenish.
I'm so happy with the screen Turner now especially with light blue!
Sent from my GT-I9100 using XDA App
exciting only things i hate after switching to sgs2 (from i9000) was color calibration (and banding issue) and a bit sound quality which can be increased even though its not that much difference..
@supercurio do you have something in mind about color banding or its just calibration?
Nice start supercurio!! Happy to know you have started working All the best
thanks for the early feedback:
@snark_be as its really dev snapshots, I won't document it as virtually anything can change from one day to another.
Thats why sharing your observation with other curious experimental testers is so valuable
As someone stated before, I got good result against light blue colours...
Sent from my GT-I9100 using xda premium
pan466 said:
exciting only things i hate after switching to sgs2 (from i9000) was color calibration (and banding issue) and a bit sound quality which can be increased even though its not that much difference..
@supercurio do you have something in mind about color banding or its just calibration?
Click to expand...
Click to collapse
Color banding: mostly done already.
Disabling artificial sharpening on everything make any banding very hard to notice.
Still, some apps are runing in 16-bit mode without dithering on MALI GPU instead of 32bit as you can see in Angry Birds RIO introduction animation.
Samsung settings apply sharpening even on dithered images. Result is not good, as expected.
The gradient pattern in today's app show that.
Gradient itself is a screen screenshot of Samsung browser rendering, for an accurate simulation.
The app will be declined for power-users, allowing full control over all the settings.
Sharpening, color saturation or tones: its all a matter of user preferences.
For Calibration I'll work on linear domain, directly tuning AMOLED hardware and not mDNIe effect.
Its what allows the best precision and avoid ending with 7 or 6bit usable per channel, but due to how is supposed to work factory calibration it's also the only way to fix color calibration issues, that makes some screen very different from others in terms of white balance, especially in low brightness modes.
hi
i tried tune it but it doesnt work.
When you look at letters ex web you see bluring letters. I discovered i had the same problem on windows 7 but switch of smooth edges of screen font and font are sharp crisp. Take a look http://forum.xda-developers.com/showthread.php?p=15554743#post15554743.
supercurio said:
Disabling artificial sharpening on everything make any banding very hard to notice.
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Click to collapse
But it makes the text look fuzzier. Maybe I need time to get used to it.
snark_be said:
But it makes the text look fuzzier. Maybe I need time to get used to it.
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Yes, everyone eyes gets lazy when used to a sharpened result.
Immediate comparison makes the normal rendering looks blurry even if it's not − brain trick!
kamartonus said:
hi
i tried tune it but it doesnt work.
When you look at letters ex web you see bluring letters. I discovered i had the same problem on windows 7 but switch of smooth edges of screen font and font are sharp crisp. Take a look http://forum.xda-developers.com/showthread.php?p=15554743#post15554743.
Click to expand...
Click to collapse
Maybe you just don't like Android font hinting.
Personally I prefer stronger hinting like freetype "Best Contrast" one available on Linux desktops.
Issue with this kind of string hinting is that it doesn't play well with arbitrary font size.
Shapes become 1px or 2px wide but nothing in between, probably why Android uses an intermediate hinting, that eventually works better on higher density screens.
does this only work on stock based rom? are you planning to get this working on cm based rom as well?
awesome-member said:
does this only work on stock based rom? are you planning to get this working on cm based rom as well?
Click to expand...
Click to collapse
It will work on CM based ROM when they'll re-add mDNIe support in their kernel.
mDNIe feature doesn't depend on kernel patches as Samsung nicely allowed customization in their own driver.
Of course this official driver must be enabled (CM) and not destroyed in its functionality (hardcore's patches)
I discussed it with Unhelpful and codeworks a few days ago and will contribute if needed.
Edit : seems to work, even though difference barely is noticeable, I guess it'll improve with updates
this may be a solution of fixing the left side yellow tinted screen just like mine
WOW~~supercurio you are come back again~welcome! just installed it from market~
native mode seem look soft and warm ..i like it..
samsung mode look dazzling and cold..
but i think it's a long way to go...
but i am very happy..you are back...
because i love your voodoo lagfix voodoo color voodoo sound for SGS..
also hope you can bring some things for SGS2~~
Says this device is not supported, running CyanogenMOD7 ver 31
Incredible difference. I really hated the sharpening Samsung do. Cannot thank you more for your hard time put into this.
This has potential to be a major breakthrough for SGS2 phones. Modifying our displays to fit everyone's needs is a much needed addon.
Thanks Supercurio!
As I've noticed that most (if not all) Android phones I've ever tried have been suffering from the "non-fluid" issue. The homescreen and apps experience might be fast but they're not fluid like ones found on iOS or Windows Phone and I'm guessing that it's because previous Android phones doesn't have the 2D gpu acceleration. ICS has added the feature and I'd like to ask those owner out there if the experience is now as fluid as iOS or WP7? watching video review doesnt help because videos are formatted into 30fps. Even GS2 doesn't appear to be fluid (aka I dont think it's running at 60fps)
The home screen and app launcher are very fluid if you have a static wallpaper. With a live wallpaper there is considerable slow down. Some wallpapers are less CPU intensive than others though.
Sent from my Galaxy Nexus using XDA App
Android's fluidity is actually due to more than just Hardware acceleration. Most Gingerbread phones come out of the box very quick (Nexus S) and really glide without any apps installed. Hardware [was] acceleration is a big problem, as you were throwing efficiency out the window in order to run on everything. Now with it HW Acceleration, the slickness of the OS has multiplied exponentially giving you an experience on par with iOS (Joshua Topolsky, The Verge)
Now, here comes the real problem, apps. Android apps have the most freedom in the developer sense, and are also the most lax on what is allowed in the market. While iOS dev kit requires a stringent agreement and agreement to an app review process before getting your license, Google's Android Market is nothing like that. If you can pony up $25 (a requirement only recently), you can publish whatever the hell you have made, no matter how ugly, useless, or inefficient it is. Google's toolbox for Devs is great, even greater in terms of options in app making, but enforces no standards or required templates. This is why iOS apps all have the same look and feel while Android's app range from great to complete ****. This makes a lot of sense though as Android started late in the game, so they needed to bring up the app numbers, no matter how many were ugly soundboards or battery hog games.
With ICS, Google is taking a step in the right direction by offering the HOLO hook for developers, which will allow apps to be "prettied up" for ICS instantly. Also, more efficient protocols have been added to keep battery life and smoothness up, such as a revised Garbage Collector (actually, I think they removed it entirely) and allowed apps to share information with each other. The Garbage Collection is what make your phone lag, as it is recycling the unused code on the apps you're running in the background. The new location hook allows apps to now constantly turn on your GPS to pull your location, as they can simply request it from other apps if they don't need the most up-to-date info or if you just recently used your location on another app. The OS should be as fast as any other on the stock level, and as soon as the Apps become ICS friendly and more efficient, Android will truly have people falling in love with it
Chrono_Tata said:
With a live wallpaper there is considerable slow down. Some wallpapers are less CPU intensive than others though.
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This is particularly annoying. My last Android (Nexus One) was pretty smooth on almost all live wallpapers - certainly on the stock ones. The Galaxy Nexus lags like hell (slow juttery screen swiping) on all of them except one of them. Very, very disappointing and hope it gets fixed somehow.
Live Wallpaper
Thank you everyone, I'm now ordering one for myself and hopefully there won't be a let down on the UI experience!
rikbrown said:
This is particularly annoying. My last Android (Nexus One) was pretty smooth on almost all live wallpapers - certainly on the stock ones. The Galaxy Nexus lags like hell (slow juttery screen swiping) on all of them except one of them. Very, very disappointing and hope it gets fixed somehow.
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Click to collapse
Strange, I owned Nexus One too and live wallpaper (stock one) isn't running at acceptable frame rate at all....it's laggy and sluggish (i changed from iPhone 3G and that might explain why)
May be you can try changing live wallpaper on Galaxy Nexus cuz the one u'r using might not be that optimized?
PS. One more question, how u guys find the battery life?
dnlsmy said:
Also, more efficient protocols have been added to keep battery life and smoothness up, such as a revised Garbage Collector (actually, I think they removed it entirely) and allowed apps to share information with each other.
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Click to collapse
No, they most certainly did not remove the garbage collector but they implemented a more modern algoritm for it and it now makes sure to run on a different CPU core as to not take CPU cycles from the app. A garbage collector is part of the Java platform and could never just be removed since that would result in constant memory leaks that would result in a crash as soon as you filled up all the memory.
When will the stuttering laggy UI experience be addressed?
I'm tired of all the mis-information. There's a pattern: Google is about to release a new handset, they don't show the handset scrolling in any of their ads, or if they do, it's super-imposed. A handful of 'mainstream' bloggers praise the handset calling it quick and responsive and lag free. You buy into it, buy the handset, and the basic UI is anything but CONSISTENTLY fluid and responsive.
I stupidly bought the Galaxy Nexus, really wish I hadn't. Here's just one example of the issue: I have an SMS thread with a mere 27 SMS messages between a friend and myself. When I scroll the up or down the thread, it's embarrassingly choppy (stuttery - don't know what word to use for it). It's extremely unpleasant, and completely ruins the end-user experience.
What annoys me is that Romain Guy closed Android Issue 6914, claiming that it was implemented in ICS. Now ICS is here, and the Android phone is still plagued with the stutters and non-fluidness Android is renowned for. Thankfully someone else has opened a new issue (Android Issue 20278), and hopefully this time Google will FULLY address the issue.
Understandably, it annoys some people more than others. Any user who has experienced a mobile UI that is buttery smooth and fluid (free from 'jitters' and 'stutters'), and where a page or menu sticks to your finger like a magnet when you scroll, would not be able to put up with what Samsung and Google have produced. It's what the kids today would call an 'epic fail'.
---------- Post added at 10:17 PM ---------- Previous post was at 10:11 PM ----------
I'm tired of all the mis-information. There's a pattern: Google around about to release a new handset, they don't show the handset scrolling in any of their ads, or if they do, it's super-imposed. A handful of 'mainstream' bloggers praise the handset calling it quick and responsive and lag free. You buy into it, buy the handset, and the basic UI is anything but CONSISTENTLY fluid and responsive.
I stupidly bought the Galaxy Nexus, really wish I hadn't. Here's just one example of the issue: I have an SMS thread with a mere 27 SMS messages between a friend and myself. When I scroll the up or down the thread, it's embarrassingly choppy (stuttery - don't know what word to use for it). It's extremely unpleasant, and completely ruins the end-user experience.
Understandably, it annoys some people more than others. Any user who has experienced a mobile UI that is buttery smooth and fluid (free from 'jitters' and 'stutters'), and where a page or menu sticks to your finger like a magnet when you scroll, would not be able to put up with what Samsung and Google have produced. It's what the kids today would call an 'epic fail'.
scott.deagan said:
I'm tired of all the mis-information. There's a pattern: Google is about to release a new handset, they don't show the handset scrolling in any of their ads, or if they do, it's super-imposed. A handful of 'mainstream' bloggers praise the handset calling it quick and responsive and lag free. You buy into it, buy the handset, and the basic UI is anything but CONSISTENTLY fluid and responsive.
Click to expand...
Click to collapse
I find this to be untrue, the experience for me has been really good so far. Not perfect but its close. They have come a long way, it'll only get better.
And if you think any of the ads including apple are using true device operation in their advertising you are fooling yourself.
Sent from my Galaxy Nexus using Tapatalk
Can one of you guys post some video footage of said lag? I just ordered a Galaxy Nexus and can still cancel it. Thanks!
Yea there is an iPhone YouTube video performing the exact same steps they show in the commercials and it takes a LOT longer in real life.
Oh well.
G2x - 2.3.7 CM7
Transformer - 3.2 Revolver OC/UV
serialtoon said:
Can one of you guys post some video footage of said lag? I just ordered a Galaxy Nexus and can still cancel it. Thanks!
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Click to collapse
Not something worth canceling your order for, it's barely noticeable.
Nexcellent said:
Not something worth canceling your order for, it's barely noticeable.
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Click to collapse
Its the main reason i left Android. Hoping that one day they will use GPU rendering to assist with UI fluidity. If that is present, its enough for me to cancel an order. Ive been a long time Android enthusiast, but the UI sloppiness is what has kept me from keeping an Android phone for too long.
As a fellow UI lag hater I can tell you it's still there in some places. The problem is, although the base of ICS supports and uses GPU acceleration, 3rd party apps dont yet, and even if you "force" it in the developer settings, it isn't compatible with some apps, and will sometimes cause crashes.
That said, it is ages ahead of Gingerbread, but still not as smooth and fluid as iOS and WP7; not even the GPU accelerated parts.
ICS is a big improvement over gingerbread in terms of fluidity.. but it's not on the same level as iOS and WP 7 yet.
UI lag is one of the things I always hated about Android.. and I feel better about ICS than previous versions.. but they still need to improve it if they want to be on the same level as Apple and Microsoft.
FWIW, I bought the phone having read in several reviews that the phone still suffered (albeit much less) from the usual android-lag. It now compares favorably to iOS and the windows mobile platform, just doesn't match or pass them in fluidity and smoothness.
In my experience, many aspects of the UI are "buttery-smooth" and whatever else reviewers usually say. However, there are still a good amount of moments where lag and hangups are present. The difference is, I'm ok with that. I've accepted the phone for it's plusses, despite it's minuses.
To be clear though, it does lag and hang from time to time. Rebooting once a day helps and I believe forcing GPU rendering under developer settings generally helps.
Sent from my GNex
Dont forget that Andoid does much more in the background and foreground compare to iOS or WP7.
Think multitasking, customization, widgets, etc.
It is understandable Android cannot be as smooth as those iOS and WP7.
And for me, it is more than good enough. I wont ditch Android because it might lag a little bit, because the advantages are much more valuable.
---------- Post added at 11:58 AM ---------- Previous post was at 11:48 AM ----------
Here, this just in ... a thorough explanation from Google Developer about Android graphics:
https://plus.google.com/u/0/105051985738280261832/posts/2FXDCz8x93s
I copied the text here:
How about some Android graphics true facts?
I get tired of seeing so much misinformation posted and repeated all over the place about how graphics rendering works on Android. Here is some truth:
• 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 http://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.
• 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 1024x800 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.
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you saying iOS has no stutter lag..
My iPad stutters all the time. Its no where close to smooth!
Sent from my Galaxy Nexus using Tapatalk
There was some suggestion in this thread that any acceleration is currently software based only, and that the hardware acceleration has yet to be enabled.
I don't know how accurate that is, and there doesn't seem to be a definite answer in that thread.
Perhaps in the 4.1 update?
Evostance said:
you saying iOS has no stutter lag..
My iPad stutters all the time. Its no where close to smooth!
Sent from my Galaxy Nexus using Tapatalk
Click to expand...
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+1
Sent from my Galaxy Nexus using xda premium
I have a live wallpaper on, but it still shouldnt be that laggy. My sensation could handle a lot that was thrown at it without being all that laggy. Even with live wallpaper off it's a little laggy. Keyboard in landscape mode? Laggy. Swipe from one home screen to another? Laggy.
Any fix for this!? I just can't wait until CM9 now to fix all this stuff!
I don't know man. I came from a Sensation (running CyanogenMod 7) and the Nexus blows it out of the water in terms of speed and smoothness...and the Sensation was pretty ****in' fast running stock Android.
Well I still think my Nexus is better. I love it to death! But the sudden lag kind of kills it. I don't know what the deal is either.
I read some of the live wallpapers are laggy but not all of them
Sent from my Galaxy Nexus using Tapatalk
Hi monkey hung
I too noticed some laggyness to begin with the Live Wallpaper turned on. Sounds like your last phone was an iPhone 4?
I've been playing around with settings and have a few concepts on what might be going on:
1. First of all, under: Settings > Developer Options, there is a setting called "force GPU rendering". I haven't tried this with the Live Wallpaper on yet, but perhaps this might help the 2D UI laggyness? Let me know what you find.
2. Disable your Live Wallpaper, I did, it saved battery life and things are much snappier.
3. Close your unused apps. I know ICS is meant to deal with old apps much better now, however, I find my Galaxy Nexus to be snappier when I close down the 30 odd applications I have left in a suspended state. It doesn't take long to swipe them off from the home screen using the right "Application" touch button down the right hand corner of the screen.
4. I've noticed that dragging my finger along the screen does not give the same smooth/matte feeling of the iPhone 4. As a matter of fact, it almost jitters/vibrates across the contour glass. If I touch with a less contact force, I tend to find the performance of touch screen to be smooth, rather when I apply more force it tends to jump across the surface of the screen creating a jagged touch slide. I've also noticed the higher sensitivity of the accelerometer. If you have a very steady hand you can see the extra performance, if you hand is un-steady, it almost looks worse than the previous phone, but in reality, it was simply my inability to hold the device in one spot that gave the poor performance, really this a reflection on how responsive the phone is to my dodgy movements.
Thanks but I had HTC Sensation with CM7. I think you must have mistaken when I made topic about my girl friend having an iPhone 4 haha
berglh said:
1. First of all, under: Settings > Developer Options, there is a setting called "force GPU rendering". I haven't tried this with the Live Wallpaper on yet, but perhaps this might help the 2D UI laggyness? Let me know what you find.
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Click to collapse
please don't go around suggesting people to do this. They are developer options for a reason.
Force GPU Rendering is only likely to introduce bugs as some apps don't handle it well. Wait for the developers themselves to enable GPU rendering. In addition, GPU rendering adds extra memory overhead to the app (8MB vs 2MB).
By suggesting this, you only end up with people who post back at the forum complaining that App X or App Y no longer works.
berglh said:
Close your unused apps. I know ICS is meant to deal with old apps much better now, however, I find my Galaxy Nexus to be snappier when I close down the 30 odd applications I have left in a suspended state. It doesn't take long to swipe them off from the home screen using the right "Application" touch button down the right hand corner of the screen.
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Click to collapse
This doesn't "close" anything. It just removed the application from your app switching list. FYI.
Sent from my Galaxy Nexus using XDA App
I agree!
Im running an Unlocked version on tmobile. Its very laggy. It takes 2 seconds for screen to rotate to landscape and back, and overall its just slow. Even the data keeps fading from hspa to 3g Im beginning to fall in love with its for its beauty but performance wise my galaxy s2 was way faster and smoother. Is an update going to address this? Any input would be appreciated.
davidbart said:
Im running an Unlocked version on tmobile. Its very laggy. It takes 2 seconds for screen to rotate to landscape and back, and overall its just slow. Even the data keeps fading from hspa to 3g Im beginning to fall in love with its for its beauty but performance wise my galaxy s2 was way faster and smoother. Is an update going to address this? Any input would be appreciated.
Click to expand...
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The rotation delay is intentional.
Sent from my Galaxy Nexus using xda premium
I'm experiencing the same thing you are but the delay is intentional. If my screen was rotating all the time I would get really annoyed!
Also, the switching between 3G and 4G is intentional. 3G uses less battery... it kicks over to 4G when you're actually using the data connection.
My galaxy nexus is almost perfectly responsive. It lags on occasion, but I find it to be much smoother and more responsive overall than just about any other android device I've used. (including the galaxy S II)
davidbart said:
Im running an Unlocked version on tmobile. Its very laggy. It takes 2 seconds for screen to rotate to landscape and back, and overall its just slow. Even the data keeps fading from hspa to 3g Im beginning to fall in love with its for its beauty but performance wise my galaxy s2 was way faster and smoother. Is an update going to address this? Any input would be appreciated.
Click to expand...
Click to collapse
If your phone is laggy, then it's probably something on it you're running that isn't optimized for ICS. My phone runs just fine and easily outclasses any other phone I've used (and I've used pretty much every high end gsm phone that has come out here in the states). FYI your data isn't "fading from hspa to 3g", the phone idles on UMTS and when it's transmitting data it goes to hspa. This is very normal. Do a search on it if you want to know more.
kwazi said:
please don't go around suggesting people to do this. They are developer options for a reason.
Force GPU Rendering is only likely to introduce bugs as some apps don't handle it well. Wait for the developers themselves to enable GPU rendering. In addition, GPU rendering adds extra memory overhead to the app (8MB vs 2MB).
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Wow, we are really going to miss that 6 MB with the 1 GB available to the GN. My last phone was an Xperia X10 with only 384 MB of RAM, yes it was chuggy, but comparatively this amount of allocation is small and the feature seems to work well thsu far. I hardly think they are going to miss it, but your point on the Development Settings is valid to a certain degree.
kwazi said:
By suggesting this, you only end up with people who post back at the forum complaining that App X or App Y no longer works.
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I would rebut this by saying that most of my paid apps either don't work at all or don't work correctly due to the fact I'm running Ice Cream Sandwich prior to turning this option on on my own phone. There are many other reasons that apps are going to fail, particularly on Android. In retrospect, a disclaimer to this effect might have been appropriate considering the ramifications of the advice, and I direct this at hung monkey:
If you are not smart enough to draw the correlation between enabling the 2D acceleration and most of your apps suddenly not working, then you should probably not turn it on.
I have turned it on, it fixed the laggyness of the default Live Wallpaper, I haven't tested how much it saps the battery yet. Turning it on has only resulted in an improvement to my phone thus far.
davidbart said:
Im running an Unlocked version on tmobile. Its very laggy. It takes 2 seconds for screen to rotate to landscape and back, and overall its just slow. Even the data keeps fading from hspa to 3g Im beginning to fall in love with its for its beauty but performance wise my galaxy s2 was way faster and smoother. Is an update going to address this? Any input would be appreciated.
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From what I read about your "laggy" screen rotate. That is intended so it doesn't accidentally change orientations.
matt2053 said:
This doesn't "close" anything. It just removed the application from your app switching list. FYI.
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Don't be so sure that it doesn't. For example, if I load a relatively heavy game in to memory, such as Pocket Legends or NFS Shift, and I multitask, the app is suspended. I can use the app selection menu to resume that app, and quite quickly I might ad, much faster than the time it takes for the game to load in memory.
If I then kill it with the Task Switcher, it then has to load from the start, like the suspended session was terminated when I removed it from this list. Even Google themselves said that if you like to manage your apps, then this is how you can end them, but ICS will do a good job of managing it for you anyway, the controls are there if you want them.
This behavior does not match your allegation, would you please care to shed some light?
Cheers!
I concur with the Op - the phone by comparison with my Samsung Galaxy S2, it does seem a bit laggy when scrolling between screens - I have everything setup exactly the same way as on the SGS2.
I'm not technical but I can only hope that these reasons of laggyness come down to the apps,etc. haven't been optimised for ICS yet?
When scrolling up and down the twitter, facebook or google reader apps, it just isnt as smooth as the Galaxy S2 or even the Galaxy S1.
Otherwise, very beautiful UI.
Live wallpapers need to die a horrible death. Worst Android feature ever.
To the OP, use a normal wallpaper instead and you'll see an improvement in the overall speed of the UI.
case0 said:
Live wallpapers need to die a horrible death. Worst Android feature ever.
To the OP, use a normal wallpaper instead and you'll see an improvement in the overall speed of the UI.
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I agree! This phone lags really bad with all the live wallpapers except for the Phase Beam one. TURN THEM OFF and its by far the smoothest phone.....lol
I use wp clock and havent noticed any lag versus having it off....
I just flashed from the stock ROM to AOKP M4 and have an issue with menu item selection performance.
In stock, when I selected an item in a menu (such as an option in Settings) the item was highlighted and then that highlighting faded as the new screen loaded. However, I've noticed in M4 that the performance of this fade struggles immensely. For example, I usually see only 1-3 "frames" of the fade. This seems odd since no other aspects of the UI experience any lag or delay.
The issue *is* affected by the governor used in that I see fewer frames (1-2) using powersave and more (2-3) using performance. However, even on performance there are barely enough frames to even consider it a fade.
Is anyone else having this issue or have any troubleshooting suggestions? I've tried adjusting all settings that could potentially affect the issue and haven't had any luck. Also, I apologize if this topic has been covered before but I searched and could not find it.
Thanks!
BigConna
BigConna said:
I just flashed from the stock ROM to AOKP M4 and have an issue with menu item selection performance.
In stock, when I selected an item in a menu (such as an option in Settings) the item was highlighted and then that highlighting faded as the new screen loaded. However, I've noticed in M4 that the performance of this fade struggles immensely. For example, I usually see only 1-3 "frames" of the fade. This seems odd since no other aspects of the UI experience any lag or delay.
The issue *is* affected by the governor used in that I see fewer frames (1-2) using powersave and more (2-3) using performance. However, even on performance there are barely enough frames to even consider it a fade.
Is anyone else having this issue or have any troubleshooting suggestions? I've tried adjusting all settings that could potentially affect the issue and haven't had any luck. Also, I apologize if this topic has been covered before but I searched and could not find it.
Thanks!
BigConna
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In my experience, this animation lag happens on ALL kernel/ROM combinations, and I've tried a lot. The problem is not with the roms or kernels but something to do with GN. My hp touchpad running CM9 shows a much smoother animation.
ArmanUV said:
In my experience, this animation lag happens on ALL kernel/ROM combinations, and I've tried a lot. The problem is not with the roms or kernels but something to do with GN. My hp touchpad running CM9 shows a much smoother animation.
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It is a travesty that such a good phone still displays lag at ridiculous moments such as choosing a settings. My biggest disappointment with the Nexus.
haitu said:
It is a travesty that such a good phone still displays lag at ridiculous moments such as choosing a settings. My biggest disappointment with the Nexus.
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yep. I agree. it's one of my main complaints with this phone. You'd think with all the claims about fully accelerated gui, ICS would not have this kind of lag.
There is one technical point here. it takes a little bit of time to load the info of the chosen menu when you select it. The animation is there so that the users get an instant feedback when they select a menu. Now if you look at the animations used in ios or wp7, you see that they are longer than ICS. So ios and wp7 have more time to load the info while showing a lengthy animation, and the user is happy because the animation is fluid. Google should have anticipated this loading time and should have chosen an appropriate "longer" animation.
I hope that made sense
Sorry I have so little to go on, I've done a lot of experimenting with ROMs in the last month and I lost track of my daily use ROM.
The main thing I can recall is the boot screen was of Lloyd the Android mascot -- it was just a still image but a 3D rendering of him, I believe.
Well, I think that was the right one...
There was also one with a green glowing sort of swirly star particle effect animation for the boot screen. That one may have been it, actually.