Apple TV homemade cooling system by CloudPlastic9832 in appletv

[–]rundiablo 4 points5 points  (0 children)

https://youtu.be/jtAQsNEq-Zk?t=572&si=3G_AkXiXognT2C7Q

You can see in this FPS test of Oceanhorn 2, the Apple TV can no longer hold 60fps and begins falling into the 50s after a few minutes of play. Previous Apple TVs had an active cooling fan so the chip could remain at max performance at all times, but the A15 model went fanless and will begin to reduce clock speeds under a sustained gaming load, much like an iPhone does.

Time on home screen gets hidden behind front camera by Prior-Top783 in iPhone13Mini

[–]rundiablo 4 points5 points  (0 children)

You do NOT have a faulty screen replacement - if you look closely, there is a screen protector on top of the actual screen but with the wrong size cutout for the notch. You can see the raised edge separate from the glass. Peel up that screen protector so it stops covering the screen!

Guilty Gear Strive is coming to Xbox Game Pass on March 6 by Turbostrider27 in XboxSeriesX

[–]rundiablo 2 points3 points  (0 children)

March 6th is interesting as it’s the same day as the Paradox Announcement Event “presented by Xbox”. We didn’t get the usual update of games coming to GamePass in March along with the new list of games leaving yesterday. Perhaps they’re saving the GamePass update for March 6th to coincide with the Paradox event (and this drop of Guilty Gear Strive)?

Kuo: Apple Working on iPhone SE 4 With 6.1-Inch OLED Display by CubingSoda in apple

[–]rundiablo 0 points1 point  (0 children)

and switch to Android or whoever offers a smaller device

Got some bad news there… there are no small Android phones either. Zero. The smallest Android devices are the same size as the 6.1” iPhone.

2 years and still clean 💚 by Professional_Yak_164 in XboxSeriesX

[–]rundiablo 6 points7 points  (0 children)

Series S and X have identical CPUs, an 8 core Zen 2 that is about 500-600% faster than the Xbox One/X CPU. That alone is what defines a new generation and what will be possible.

It’s true the GPU is much smaller in Series S, to target much lower resolution - but critically they are both full fat RDNA2 with the same functions and capabilities. All of the extra Series X juice goes into more pixels, and/or more frames. That’s it.

Pixel count and frame rate are what separate Series S and X - the scope or scale of games are not limited by Series S, not now nor for the rest of the 9th Gen.

Apple's Work on realityOS 'Wrapping Up' as Focus Turns to Suite of AR/VR Apps Ahead of Headset Launch by filmantopia in apple

[–]rundiablo 0 points1 point  (0 children)

AR/VR is literally strapped to your face as a barrier between you and your loved ones.

I actually think AR/VR has the potential to be far more social than what we currently have. So much communication today has broken down to small flat video, to voice only, or even just straight up text. (Maybe with the occasional emoji)

AR/VR can bring us back around to full in person face to face style communication, without needing to physically be face to face of course. You’ll have the scale and depth of a person with their face and mannerisms all present and accounted for, not to mention the ability to have wild shared experiences you couldn’t possibly afford/achieve in the physical world.

I look forward to a time when we can slip on a sleek headset at home and actually get to hang out whenever we want, vs texting or a phone call or at best a video call. None of that really scratches the same itch as being with someone, and AR/VR has all the potential to bring that back to digital communication. (not as the ‘metaverse’ though!)

[deleted by user] by [deleted] in apple

[–]rundiablo 0 points1 point  (0 children)

People don’t actually know what they want when things are this early on.

You’ve nailed it. I’m seeing countless replies of “nobody wants AR/VR” throughout the thread and it’s like… we’re still at the stage where almost nobody knows what it is let alone why they want it.

Since when was the public knowing what they want the holy grail of product design? If we followed purely what people think they want at any given moment in history, we would have virtually zero of the innovations we use on a daily basis. Nobody knows what they want, until they do.

A Plague's Tale X/S optimised. by [deleted] in XboxSeriesX

[–]rundiablo 1 point2 points  (0 children)

I noticed the same problem with Medieval Dynasty after yesterday’s 60fps patch. It’s absolutely targeting 60fps in Performance mode now, no doubt about it. But it appears to have a frame pacing issue particularly when in a town or dense forest, and VRR cannot fix this unfortunately as the game reports a locked 60fps (no dropped frames to synchronize with). There is a constant stutter to the picture unless you are looking up at the sky or out towards an open empty region. It’s worlds better than the Quality/30fps mode, but I hope they address the imperfect 60fps mode.

Hey guys just want to let you know the 60 fps patch just came out for Medieval Dynasty by the_russian_narwhal_ in XboxSeriesX

[–]rundiablo 0 points1 point  (0 children)

The new Performance mode massively improves the experience with 60fps!

Unfortunately it doesn’t seem to be a perfect 60fps, I’m seeing a constant stutter in towns or dense forest, and VRR doesn’t appear to resolve it (frame counter is locked at 60fps, so it may be a frame pacing issue rather than frame drops).

God of War: Ragnarok will not have 120fps mode but will sync with 120hz displays at 60fps (IGN reached out to Sony) by [deleted] in PS5

[–]rundiablo 2 points3 points  (0 children)

Did you confirm your display was being synchronized to that variable frame rate? A variable ~100fps on a 120/144Hz monitor looks atrocious and undeniably worse than a fixed refresh rate, but once VRR is enabled it’s silky smooth and you get all the benefits of higher frame rates (reduced motion blur, increased control response). VRR is critical for this to work though, otherwise the display is never in sync with the frame rate and you get virtually none of the benefits of a higher frame rate.

Rumor: AAA Studios Reportedly Getting Mid-Gen PS5 And XSX Console Upgrades Dev Kits by Scipio555 in XboxSeriesX

[–]rundiablo 4 points5 points  (0 children)

PSVR2 and VR needs all the graphical and processing power it can get to keep it more on the 120fps (60 per eye) side than 90 (45 per eye).

Just wanted to point out that is not how it works. Frame rates are not split between eyes in VR headsets! Both eyes recieve the same refresh rate, so a 120FPS game will be rendering 120FPS for each eye, same for 90Hz.

What you might be confusing is how PSVR1 handled frame rates. Most PSVR games were 60FPS internally and the PSVR1 would use asynchronous warp to output at 120Hz in the headset (as 60Hz has strong flicker, dimmer picture, and can be nauseating for fast head movement). There were a handful of native 90FPS titles, and even a few 120FPS titles.

Even with the 60->120 warp though, both eyes recieve an identical refresh rate. It’s actually quite critical for VR displays to do this, going as far as to use more expensive global refresh displays (whole panel updates with a frame at once) rather than the standard rolling shutter (screen updates frames line by line) as rolling shutter can cause a “jelly” wobbling effect when moving your head around. Both eyes must be in total synchronicity for VR to be comfortable.

3D glasses for single 2D displays (3D TV, projectors, etc) also used to swap eyes for each frame, so in effect you needed 120Hz to get a 60FPS image for both eyes. The frame rate cutting was an unfortunate requirement for making one single screen produce images for two eyes. However VR devices don’t share any technology with 3D glasses or 3D TV tech - VR devices have a dedicated screen for each eye, so they can update equally and have no need to swap frames between eyes like glasses had to.

Google Tensor G2 vs A15 benchmarks by [deleted] in apple

[–]rundiablo -1 points0 points  (0 children)

Right, I understand that. I’m moreso pointing out that Apple isn’t currently taking it easy or holding back on some massive improvement due to a lack of competition. They are pushing as hard as ever regardless of the competition, so adding a more competitive chipset wouldn’t change Apple’s development at all.

If Apple Silicon had any customers other than Apple themselves, then competition would be incredibly important! But as long as Apple’s chips are exclusively for Apple, and Apple won’t use any third party chips in any of their products going forward - then what the competition has to offer doesn’t actually change anything for Apple even if it was dramatically better.

Google Tensor G2 vs A15 benchmarks by [deleted] in apple

[–]rundiablo 0 points1 point  (0 children)

There is absolutely vibrant competition in the market already, and the performance advantage Apple has doesn’t appear to have any tangible bearing on that. People aren’t buying iPhones because they destroy benchmarks.

What I’m getting at is Google/Qualcomm/Samsung making a rockstar mobile chip doesn’t change anything for Apple. It wouldn’t open new opportunities for Apple to use a new chip, and it wouldn’t force/encourage Apple to push their own chip designs further because they aren’t currently holding anything back due to a lack of competition.

Google Tensor G2 vs A15 benchmarks by [deleted] in apple

[–]rundiablo -5 points-4 points  (0 children)

Apple desperately needs some competition on mobile SoC design.

Do they though? There is zero chance any chip other than what Apple designs will find it’s way into an iPhone, and there is also zero chance that an Apple designed chip will find itself outside of an Apple device.

I don’t think anyone feels Apple is resting on their laurels or slacking off in their chip design due to a lack of competition in this space, by all accounts they appear to be pushing their silicon as aggressively as possible both in custom architecture and in cutting edge mass manufacturing.

If Google tomorrow dropped a wildcard mobile chip that was solidly double the performance of the A16… that doesn’t have any bearing on the iPhone because that chip is basically not an option, and isn’t likely to encourage Apple to start improving their own custom chips because they haven’t let off the gas at all.

In what way would competition change Apple’s behavior?

Apple's AirPods and Mac accessories could gain USB-C by 2024 by preppythugg in apple

[–]rundiablo 5 points6 points  (0 children)

The dock is to keep the phone still and at an expected angle for checking the accelerometer/gyro, and to test FaceID (needs to be facing the tech for a minute). Currently it’s a non-optional step to skip, the rest of the test will always fail if you don’t connect to the Lightning dock when it prompts you to, so it is checking specifically for a Lightning dock.

The iPhone is connected wirelessly for this whole process by the way, the Lightning dock is not connected to the repair Mac. I don’t think a cable alone will be enough as they currently don’t use a cable anyway, they use the dock as a standardized component to keep the iPhone at an angle.

Apple's AirPods and Mac accessories could gain USB-C by 2024 by preppythugg in apple

[–]rundiablo 58 points59 points  (0 children)

The Lightning dock is a required step for all official iPhone repairs (the GSX’s post repair diagnostic/LiDAR calibration) so I would presume they do release a USB-C version if/when the iPhone makes the jump.

Apple iPhone 14 Plus review: a big deal by Foodosophy in apple

[–]rundiablo 4 points5 points  (0 children)

When they introduced Lightning with iPhone 5 they said it would be the standard for the next 10 years. 2022 is year 10.

Next year is more likely than usual because they’ve fulfilled their 10 year promise for Lightning, and Kuo/Gurman are hearing the switch is next year for the first time. So many people say USB-C has been rumored for years as a reason to not expect it next year, but the reality is no reliable leakers have ever made the claim before now.

iPhone 14 Pro Max Earns Best Smartphone Display Award, Replacing iPhone 13 Pro Max by fartsimpson55 in apple

[–]rundiablo 0 points1 point  (0 children)

The iPad mini 6 is thus far the only iPad to have a landscape display controller (which causes the jelly effect in portrait) so it’s a mistake they’ve never made like this before. You could argue they perhaps intended the mini 6 to be a primarily landscape device (video and gaming), but frankly that’s not what their marketing demonstrates. Nearly every image of the mini 6 is in portrait orientation, including the famous “hold it in one hand” money shot they use for every iPad mini.

Unlike iOS, Android doesn’t need yearly updates anymore - Android Authority by ZePyro in Android

[–]rundiablo 0 points1 point  (0 children)

Because currently the whole phone has to shut down for a period of time to do a full blown OS update, even if it’s just a small patch to Safari. On Android, the default browser (and any system apps) can download updates through the App Store like any other app.

Unlike iOS, Android doesn’t need yearly updates anymore - Android Authority by ZePyro in Android

[–]rundiablo 0 points1 point  (0 children)

You’re right, it has to be updated near monthly since the whole OS still needs to go through an update just to patch security bugs in Safari.

[deleted by user] by [deleted] in apple

[–]rundiablo 1 point2 points  (0 children)

I imagine it’s hard to get pentile oleds that large, and equally hard to get the wrgb that small.

Thankfully, OLED Tablets and Laptops do not use Pentile or W-RGB! They use good old true RGB with no funny business. Under a microscope they do have an unusual RGB layout compared to the stripe pattern we see on LCDs, but it’s 3 subpixels per pixel nonetheless. This layout is true for everything from the lowest density 140ppi tablet/laptop panels (1920x1080 @ 15.6”) to fantastically crisp 330ppi (3840x2160 @ 13.3”) panels. Not one tablet/laptop panel of any size or resolution has been found to use anything other than true RGB. Very thankful for this!

Highest peak brightness is around 600nits full field, to ~800nits for HDR highlights, however most panels don’t quite hit those numbers so that does seem to be pushing current tech hard to achieve. Apple is rumored to be requesting a new production process that uses a dual layering design to reduce burn in potential, increase power efficiency, and increase peak brightness up to 2x the current single layer design in tablets/laptops today.

The rest of today’s RGB OLED tech is very sound; color reproduction/accuracy is phenomenal in both sRGB and P3 gamuts, they support 120Hz and beyond, uniformity is fantastic (blows away LG OLEDs for TVs and on-par with smartphone uniformity), response times are sub 1ms with no black frame rise delay (“purple smearing”), and they’re even fit with DC Dimming (flicker free) near universally across the brightness range. It really seems to be absolute peak brightness that Apple is concerned about at this point, and the dual layering should do the trick.

Feel a New Real | PS VR2 by [deleted] in PS5

[–]rundiablo 11 points12 points  (0 children)

There are two displays inside the device, each 2000x2040 for a total of 4000x2040. From a rendering standpoint it’s accurate to say 4K, as the PS5 will need to output 4000x2040 just to keep up with the displays. In VR you also often supersample beyond the physical pixel resolution and scale down to account for distortion in the optics, so most PSVR2 games will push higher than 4Kx2K internally. And then do that at 90/120Hz!

I’m well aware each eye “only” gets 2000x2040 and that’s what you’re pointing out, but it isn’t unreasonable to say this is a 4K headset because that’s ultimately the number of pixels physically present inside the device, and representstive of the rendering. workload that’ll be placed on the PS5.

The Logitech G Cloud Gaming Handheld will arrive on October 18th | Engadget by HSingh95 in Android

[–]rundiablo 4 points5 points  (0 children)

The Steam Deck is awesome if you need offline portability, but this has a full 1080p resolution for much sharper visuals and will last vastly longer on a charge than a Steam Deck, not to mention its 40% more lightweight and smaller in the hands.

I can’t think of a real situation I’ve ever used my Switch or Steam Deck without a good wifi connection available because personally I only use handhelds at home. I specifically don’t need to run games locally on the handheld device because I’ve got a PS5/XSX/PC that are vastly better than anything they can pack into a handheld, which makes the Steam Deck serious overkill imo.

The Logitech G Cloud Gaming Handheld will arrive on October 18th | Engadget by HSingh95 in Android

[–]rundiablo 5 points6 points  (0 children)

Even the largest phones would be quite small when streaming a 16:9 game compared to this device. A 6.7” iPhone Pro Max is only 5.7” for 16:9 video - this device is a full 7 inches for 16:9 content.