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Lies, damned lies and Toshiba TG01 in UK

 
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msmobiles.com_robot



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PostPosted: Thu Jul 02, 2009 2:03 pm    Post subject: Lies, damned lies and Toshiba TG01 in UK Reply with quote

Apparently guys from Pocket-Lint.com have lied that Toshiba TG01 is coming to O2 UK! The operator to which it is coming...

Read more at http://www.msmobiles.com/news.php/8408.html
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Physboy



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PostPosted: Thu Jul 02, 2009 3:18 pm    Post subject: Reply with quote

Edward,

The TG01 is superior to the iPhone for more reasons than the amount of pixels:

1) Way thinner (No way to achieve that sleek look w/ a 3.5mm jack)
2) Way faster
3) Bigger display
4) Replaceable battery

Did I miss anything?
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Physboy



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PostPosted: Thu Jul 02, 2009 4:40 pm    Post subject: Reply with quote

Oh yeah, I missed this:

This WM offering, along with Samsung and LG also kicks the crap out of HTC sub-par HW offerings with underpowered chipsets and pooooooooooorly supported graphics!!

Hooray WM mfr. competition, boooooo monopolies!!
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chrissyboy6969



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PostPosted: Thu Jul 02, 2009 8:26 pm    Post subject: Reply with quote

Superior hardware, I will give you that, but rubbish software holds it back as usual. Imagine driving a Ferrari with a lawnmower engine sitting on a spike and your about there.
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Physboy



Joined: 04 Oct 2006
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PostPosted: Fri Jul 03, 2009 3:50 am    Post subject: Reply with quote

chrissyboy6969 wrote:
Superior hardware, I will give you that, but rubbish software holds it back as usual. Imagine driving a Ferrari with a lawnmower engine sitting on a spike and your about there.

I disagree w/ the rubish software as SPB MS is awesome on my Wing and would be thrice awesome on HW the likes of TG01 or Samsung etc... In addition, 6.5 is going to bring the gesture oriented kinetics and menus throughout the OS for a seemless finger friendly experience.

The only thing missing, would be the media experience which, granted, right now sucks and it looks like there is no native solution in site 'till WM7. However, Kinoma player is pretty awesome and the version for 6.5 should prove to be even better.
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amb9800



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PostPosted: Fri Jul 03, 2009 9:52 pm    Post subject: Reply with quote

Physboy wrote:
Edward,

The TG01 is superior to the iPhone for more reasons than the amount of pixels:

1) Way thinner (No way to achieve that sleek look w/ a 3.5mm jack)
2) Way faster
3) Bigger display
4) Replaceable battery

Did I miss anything?

That said, the iPhone's capacitive screen is far better for touch usage than the TG01's panel (much more sensitive, no touches are missed, etc.), which is quite important. The TG01's not too bad for a resistive membrane, but it's not in the same league for finger usage as capacitive displays, even with such a big display area. The TG01 has no stylus, so the ability-to-use-stylus argument is pretty much moot as well.

The biggest issue, of course, is the software, which we all know about but which kills much of the utility of the TG01's hardware. The GUI is still not GPU-accelerated (and even on such a screaming fast processor, it's not consistently as smooth as the iPhone's composited UI), the GPU will be of limited gaming use (as there's no standardized WM API for accelerometers, and most new mobile games aren't released for WM anyhow), and for movies, WM's 65k color limit and the phone's resistive membrane mean that the image quality is subpar, even at a higher resolution than the iPhone/Pre/etc.

Toshiba's done the best they could, but having to use a resistive touch panel (at least the current and all prior mobile implementations of resistive technology) and ancient WM 6.1 puts a serious damper on their efforts.
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Physboy



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PostPosted: Sun Jul 05, 2009 4:55 am    Post subject: Reply with quote

amb9800 wrote:
That said, the iPhone's capacitive screen is far better for touch usage than the TG01's panel (much more sensitive, no touches are missed, etc.), which is quite important.

This is 100% false information. You have no verifiable evidence whatsoever to objectively and empirically show your claim of the iPhone capacitive screen being "far" better than the TG01's panel regarding touch response. In addition, take a look at the following video done by an iPhone fanboy, so that you can understand you are spreading LIES by suggesting that the iPhone screen never misses a touch:

VIDEO

BTW, there is plenty more where that came from.

amb9800 wrote:
The TG01's not too bad for a resistive membrane, but it's not in the same league for finger usage as capacitive displays, even with such a big display area.

This may be in your opinion, however, it is certainly no objective fact as mentioned above.

amb9800 wrote:
The TG01 has no stylus, so the ability-to-use-stylus argument is pretty much moot as well.

Wrong again, you do not need to have an inboard stylus to use a stylus. Most multi-pen solutions have stylus as well as pen in a low profile design. In addition, programs like OneNote Mobile will be kick @$$ with this screen size and sensitivity.

amb9800 wrote:
...The GUI is still not GPU-accelerated...

What evidence do you have of this?

amb9800 wrote:
...the GPU will be of limited gaming use (as there's no standardized WM API for accelerometers, and most new mobile games aren't released for WM anyhow)...

You mean like the limited gaming of the software title being demoed on the Samsung Omnia II HERE?

amb9800 wrote:
...and for movies, WM's 65k color limit and the phone's resistive membrane mean that the image quality is subpar, even at a higher resolution than the iPhone/Pre/etc...

You are incorrect here as well. Firstly, the TG01 has a color depth of 262k, and the Samsung Omnia Pro has a color depth of 16M. Secondly, try reading HERE so that you can learn that the limitation has been the available hardware, NOT the OS platform as you incorrectly alluded to. Thirdly, the capacitive array required for the iPhone to not register false hits and accurately support multi-touch reduces the transmittance as well. The difference has not amounted to more than 2-13% between that of capacitive and resistive screens. I have elaborated on this issue in another article on this site.

amb9800 wrote:
Toshiba's done the best they could, but having to use a resistive touch panel (at least the current and all prior mobile implementations of resistive technology) and ancient WM 6.1 puts a serious damper on their efforts.

Respectfully disagree, and submit that the only thing which will hamper the popularity and explosiveness potential of this device, which will be fully upgradeable to the 6.5 platform, is the potentially inappropriate price-point.
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amb9800



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PostPosted: Sun Jul 05, 2009 9:28 am    Post subject: Reply with quote

Physboy wrote:
This is 100% false information. You have no verifiable evidence whatsoever to objectively and empirically show your claim of the iPhone capacitive screen being "far" better than the TG01's panel regarding touch response.

My information is based on the demo units they were showing around a few months ago, so it's possible they've tweaked them further for production, but it's impossible for a resistive screen of the type used here to be as finger-friendly as a capacitive screen simply because pressure is required. Capacitive screens will pick up light swipes across and other gestures that can be done on current resistive screens (except multi-touch) but require active effort, and are thus, by definition, less finger-friendly.

Physboy wrote:
In addition, take a look at the following video done by an iPhone fanboy, so that you can understand you are spreading LIES by suggesting that the iPhone screen never misses a touch:

You've evidently not used a capacitive screen for very long. Look at when it lags in non-input cases and you'll see that the misses in the video are performance issues in that application, not screen sensitivity issues. On a theoretical level, if you touch the screen, your finger is going to alter the conductive properties of the screen no matter what you do. The only possibility for error is based on the software's sensitivity settings (which try to filter out certain input, e.g. unintentional touches).

This explains why you'll see apparent differences in sensitivity between, say, an iPhone, a Meizu M8 (multi-touch phone running custom UI over CE6), a Palm Pre, and a G1, all of which use capacitive screens. When using resistive panels, on the other hand, there is always a chance (which happens quite often) that you simply didn't press hard enough or in the right way for the membrane to touch the other side. So before you even get to software sensitivity, the hardware could easily fail to pick up a finger touch. The chances are much less with a stylus, because you always press down on the screen (and are used to it, due to pen-on-paper usage), but that's very different from a finger.

physboy wrote:
Wrong again, you do not need to have an inboard stylus to use a stylus. Most multi-pen solutions have stylus as well as pen in a low profile design. In addition, programs like OneNote Mobile will be kick @$$ with this screen size and sensitivity.

An external stylus requires carrying around a separate device (which will be more pen-sized, because pretty much no one can practically carry a tiny one around), and in that case, capacitive screens are the same- they, too, can support styluses of that type (though there's almost always no need).

physboy wrote:
amb9800 wrote:
...The GUI is still not GPU-accelerated...

What evidence do you have of this?

Plain and simple. Windows Mobile does not use a GPU-composited interface. Toshiba's Stripes UI could be accelerated (though by the looks of it, it's at least poorly optimized- not very smooth), but that's just a basic app launcher. The WM UI itself does not use a GPU at all. This will change in the future (WM7), but this is what we have today.

physboy wrote:
You mean like the limited gaming of the software title being demoed on the Samsung Omnia II HERE?

That's one game, customized for the Samsung device (and even then, notice the poor accelerometer response- though it could be a software issue in the game). Compare that to dozens or hundreds of 3D games of better graphical quality on the iPhone. It simply makes little sense to publish a 3D game for a platform that has so few phones with usable hardware GPUs, and now so many phones that lack physical controls (e.g. D-Pad) yet, due to the OS, have no standardized alternative input method (e.g. accelerometer or multi-touch), nor a decent distribution infrastructure. Gaming used to be one of WM's strengths, and even now, some WM phones have physical controls, so they can be used nicely in any emulators that work, but pretty much all the high-end WM phones have gone the iPhone's minimalist route physically, without having the software to match, leaving WM users high and dry.

physboy wrote:
You are incorrect here as well. Firstly, the TG01 has a color depth of 262k, and the Samsung Omnia Pro has a color depth of 16M. Secondly, try reading HERE so that you can learn that the limitation has been the available hardware, NOT the OS platform as you incorrectly alluded to. Thirdly, the capacitive array required for the iPhone to not register false hits and accurately support multi-touch reduces the transmittance as well. The difference has not amounted to more than 2-13% between that of capacitive and resistive screens. I have elaborated on this issue in another article on this site.

There is a huge difference in sunlight readability and color output between a glass capacitive screen (as in the iPhone) and the membrane over the plastic screen on all resistive-screened WinMo devices. This needs no explanation- just go see it for yourself. Compare an iPhone's display to any plastic resistive display- TP2, TD2, THD, anything. The difference couldn't be clearer.

As for the colors, there is something a bit more complicated than what that post from 2005 indicates, because no OEMs have WM devices running over 65k colors, despite several having shipping phones with displays physically capable of doing so. The TG01's display is capable of 18-bit color but it, too, is running 65k colors (hence being listed in most places as "256K colors (65K effective)"). Same thing with the Omnia Pro- Samsung has indicated that the reason the phone cannot display the full 24-bit color its screen supports is lack of support in WinMo 6.1. To my knowledge, 6.5 does not alter the 65k limit either. It might be adjustable in WinCE, but apparently not in WM.
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Physboy



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PostPosted: Sun Jul 05, 2009 5:53 pm    Post subject: Reply with quote

amb9800 wrote:
My information is based on the demo units they were showing around a few months ago, so it's possible they've tweaked them further for production, but it's impossible for a resistive screen of the type used here to be as finger-friendly as a capacitive screen simply because pressure is required. Capacitive screens will pick up light swipes across and other gestures that can be done on current resistive screens (except multi-touch) but require active effort, and are thus, by definition, less finger-friendly.

Again, you are claiming a truth without disclosing ANY verifiable and objective evidence for your claims. I understand if you personally feel this way from your experience, however, your not disclosing your statement as an experience. You are presenting your claims as a matter of fact without any verifiable support. According to the facts that are out there now regarding this matter you are incorrect. The capacitive display for the iPhone detects pressure as a function of surface area. Suggesting that pressure is not used on a capacitive screen tuned to finger touching is FALSE information. If you have objective, verifiable support for your claims do disclose, otherwise this is nothing more than anecdotal evidence being ascribed as an objective factual characteristic. To reiterate, pressure IS used on both resistive AND capacitive screens. There is a difference, and the amount required for either to be registered as a hit is too close to call for a [well finger-tuned] (qualifying phrase) resistive screen and a capacitive display [tuned to not register false hits] (qualifying phrase) to be observed without some kind of objective, empirical analysis. Outside of that evidence, claims regarding one being significantly more accurate-pressure responsive than the other are moot at best, and downright disinformitive in most cases.

amb9800 wrote:
You've evidently not used a capacitive screen for very long....(the rest is conjectural posturing again without citing source for claims of fact.)

FALSE, I have been using capacitive screens for some time and have found plenty of times when I need to re-tap or re-gesture in almost EVERY iPhone core application. Certainly not as much as on older resistive screen technology, but plenty nevertheless.

amb9800 wrote:
An external stylus requires carrying around a separate device (which will be more pen-sized, because pretty much no one can practically carry a tiny one around), and in that case, capacitive screens are the same- they, too, can support styluses of that type (though there's almost always no need).


It is true that capacitive screens can support the use of stylus, but the iPhone's screen is NOT designed for native stylus use. As a result one needs to use a rather obtuse version of a stylus to be registered as a hit by the iPhone's display controller. As I have stated before, one does not need to have a separate device for a stylus if one has a pen or pencil with them all the time since there are multi-pen-pencil solutions which have form factors that are as slim as a single pen. It is just sooooooo inexpensive and easy to make a really low profile stylus that one can have with them for a resistive screen that it is not even funny. Inboard stylus is more convenient, but certainly not a major requirement.

amb9800 wrote:
Plain and simple. Windows Mobile does not use a GPU-composited interface. Toshiba's Stripes UI could be accelerated (though by the looks of it, it's at least poorly optimized- not very smooth), but that's just a basic app launcher. The WM UI itself does not use a GPU at all. This will change in the future (WM7), but this is what we have today.

Now we are getting somewhere. You are correct Toshiba's UI CAN be accelerated and just because their attempt at a UI does not pan out so greatly does not mean ANYTHING. That is the beauty of the WM platform. If you do not like a given UI, you can CHANGE it to something that more personally suits your needs. I can't stand the looks of the TG01s UI. To me, it is horrendous and I get nightmares thinking about it. Wink I digress. There are many things that WM does not natively support. This has nothing to do with what can be done on a WM platform. E.g. finger gesturing is NOT supported by WM versions prior to 6.5 as there are NO native WM APIs for it. However, non-native APIs have been developed and SPB Mobile Shell as well as HTC TouchFlo GUIs have proven to be quite reliable and usable despite WM limitations. I am willing to put any amount of money on SPB Shell working like freakin' charm on the TG01! (provided resolution support has been integrated thus far).

amb9800 wrote:
That's one game, customized for the Samsung device (and even then, notice the poor accelerometer response- though it could be a software issue in the game). Compare that to dozens or hundreds of 3D games of better graphical quality on the iPhone. It simply makes little sense to publish a 3D game for a platform that has so few phones with usable hardware GPUs, and now so many phones that lack physical controls (e.g. D-Pad) yet, due to the OS, have no standardized alternative input method (e.g. accelerometer or multi-touch), nor a decent distribution infrastructure. Gaming used to be one of WM's strengths, and even now, some WM phones have physical controls, so they can be used nicely in any emulators that work, but pretty much all the high-end WM phones have gone the iPhone's minimalist route physically, without having the software to match, leaving WM users high and dry.

Dude, get out of the past. Firstly, the issue with response is more likely due to the one handed attempt at using a game with accelerometer controls, while filming with the other hand. Lastly, just about ALL the new touch screen devices out there for WM this year have accelerometers in them. Traveler 137, TD2, TP2, Omnia II, Omnia Pro, TG01, etc....

amb9800 wrote:
There is a huge difference in sunlight readability and color output between a glass capacitive screen (as in the iPhone) and the membrane over the plastic screen on all resistive-screened WinMo devices. This needs no explanation- just go see it for yourself. Compare an iPhone's display to any plastic resistive display- TP2, TD2, THD, anything. The difference couldn't be clearer.

I never denied the difference in sunlight readability, so moot point there. What you have done in this statement however, is obfuscate the reality of the situation by minimizing other contributing factors, again with no cited source for your claims. The reality is that the transmittance factor only varies by about 2-13%. In addition, ALL of the devices you have listed are devices which only have 65K color displays and low contrast ratios. Try comparing the Omnia Pro, currently the ONLY WM device out there with confirmed 16M color display and WAAAAAY higher contrast ratio than non-OLED displays. To avoid the effect of differing brightnesses, one should first ensure there will be no display timeouts activated during the comparison, and ensure that the brightness levels are manually maxed out indoors prior to the comparison.

amb9800 wrote:
As for the colors, there is something a bit more complicated than what that post from 2005 indicates, because no OEMs have WM devices running over 65k colors, despite several having shipping phones with displays physically capable of doing so. The TG01's display is capable of 18-bit color but it, too, is running 65k colors (hence being listed in most places as "256K colors (65K effective)"). Same thing with the Omnia Pro- Samsung has indicated that the reason the phone cannot display the full 24-bit color its screen supports is lack of support in WinMo 6.1. To my knowledge, 6.5 does not alter the 65k limit either. It might be adjustable in WinCE, but apparently not in WM.

The fact that the post was from 2005 only goes to show how long the information has been valid. In addition, as the post clearly states, WM DOES support the color set. You claim their is a limit, and you claim that Samsung has made a statement regarding the 24-bit color NOT displaying on the Omnia Pro, however, you provide NO citations for these claims.
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amb9800



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PostPosted: Wed Jul 08, 2009 10:13 pm    Post subject: Reply with quote

Physboy wrote:
Again, you are claiming a truth without disclosing ANY verifiable and objective evidence for your claims. I understand if you personally feel this way from your experience, however, your not disclosing your statement as an experience. You are presenting your claims as a matter of fact without any verifiable support.

By your standard, nothing is objective. Whether a certain technology or implementation of a technology is better or worse for a particular type of user interaction is something that's difficult to quantify. So if you really believe that resistive touch membranes of the type used in the TG01, or heck, the type used in an HTC Blue Angel, are better for finger usage than capacitive screens (or that they're even close), you're free to believe that.

Physboy wrote:
According to the facts that are out there now regarding this matter you are incorrect. The capacitive display for the iPhone detects pressure as a function of surface area. Suggesting that pressure is not used on a capacitive screen tuned to finger touching is FALSE information. If you have objective, verifiable support for your claims do disclose, otherwise this is nothing more than anecdotal evidence being ascribed as an objective factual characteristic. To reiterate, pressure IS used on both resistive AND capacitive screens. There is a difference, and the amount required for either to be registered as a hit is too close to call for a [well finger-tuned] (qualifying phrase) resistive screen and a capacitive display [tuned to not register false hits] (qualifying phrase) to be observed without some kind of objective, empirical analysis. Outside of that evidence, claims regarding one being significantly more accurate-pressure responsive than the other are moot at best, and downright disinformitive in most cases.

You are mixing up two very different ideas. Placing a finger on a capacitive screen will be detected, because anything that constitutes a touch will be reported. How the OS chooses to interpret that is different, but, for example, an iPhone can be used with a finger barely even touching the screen. Pressure, defined as the force one pushes down on the screen with, is irrelevant for capacitive screens, because the detection is based on the electrical properties of the surface (your finger), and the surface area required for this to be detected is not a concern with something as large as a finger touch or stylus. You don't have to take my word for it-- ask anyone who's extensively used "finger-friendly" resistive panels, like those used in the HTC Touch series and TG01, as well as capacitive screens (iPhone, Pre, HTC Android devices) and the difference is as clear as can be. I haven't come across any peer-reviewed journal articles on the topic, because we're comparing end products rather than base technologies.

Physboy wrote:
It is true that capacitive screens can support the use of stylus, but the iPhone's screen is NOT designed for native stylus use. As a result one needs to use a rather obtuse version of a stylus to be registered as a hit by the iPhone's display controller. As I have stated before, one does not need to have a separate device for a stylus if one has a pen or pencil with them all the time since there are multi-pen-pencil solutions which have form factors that are as slim as a single pen. It is just sooooooo inexpensive and easy to make a really low profile stylus that one can have with them for a resistive screen that it is not even funny. Inboard stylus is more convenient, but certainly not a major requirement.

The iPhone is precisely designed to not need a stylus. There are only very particular areas where a stylus is handy - certain forms of handwriting recognition, for example - and for the vast majority of other tasks where WM requires a stylus, the iPhone has a vastly superior UI paradigm. The fact that no one needs a stylus for the iPhone is a serious advantage of the platform.

Physboy wrote:
Now we are getting somewhere. You are correct Toshiba's UI CAN be accelerated and just because their attempt at a UI does not pan out so greatly does not mean ANYTHING. That is the beauty of the WM platform. If you do not like a given UI, you can CHANGE it to something that more personally suits your needs. I can't stand the looks of the TG01s UI. To me, it is horrendous and I get nightmares thinking about it. Wink I digress. There are many things that WM does not natively support. This has nothing to do with what can be done on a WM platform. E.g. finger gesturing is NOT supported by WM versions prior to 6.5 as there are NO native WM APIs for it. However, non-native APIs have been developed and SPB Mobile Shell as well as HTC TouchFlo GUIs have proven to be quite reliable and usable despite WM limitations. I am willing to put any amount of money on SPB Shell working like freakin' charm on the TG01! (provided resolution support has been integrated thus far).

Sure, third-party apps can always add new functionality, just like third-party apps enabled functionality in the iPhone that was initially missing. But the point here is that unless you somehow completely strip away the WM UI, which pretty much no solution does (the latest version of TouchFlo 3D perhaps comes closest), you do not have a GPU-accelerated UI. In addition, even if that replacement UI (e.g. TouchFlo) is 3D-accelerated, the vast majority of third-party apps you use are not (if they are, they have to implement their own system for such functionality, which is further complicated on WM by the lack of unified updated 3D APIs (e.g. consistent OpenGL ES support)). On a composited display system (as seen in iPhone, and on the desktop, in OS X and Win Vista/7), none of this is an issue, as the whole interface runs on the GPU. This is not something you can achieve on WM today, which has significant effects on the end-user experience. It will require a rearchitected OS display system, which is something they're working on for WM7.

Physboy wrote:
Dude, get out of the past. Firstly, the issue with response is more likely due to the one handed attempt at using a game with accelerometer controls, while filming with the other hand. Lastly, just about ALL the new touch screen devices out there for WM this year have accelerometers in them. Traveler 137, TD2, TP2, Omnia II, Omnia Pro, TG01, etc....

Again, sure, those devices have accelerometers, but as a developer, if I want to use it, I have to code separately for each devices' sensor hardware, as there is no common WM API for accelerometers. So I can write an app today that supports the Samsung and HTC devices but won't work on any others, etc. Add that to the fact that there are so many different input methods, resolutions, etc., and it become an absolute nightmare for developers to target all possible configurations (or even just the common ones).

Gaming is now a major weakness of the new WM phones being released, because besides the weak 3D graphics hardware on most of them (except TG01), they no longer have physical controls (e.g. D-Pad). The iPhone compensates via multi-touch, but as we know, that's missing from WM as well. This means things like console emulators, which used to be a strong point on WM, are gone. Even if you use virtual on-screen controls (as in the iPhone emulators for NES, PSX, etc.), you can't press more than one button at a time, which pretty much kills the usability.

If you see the various videos of the TG01's gaming demo, with that little character shooting things at creatures on a beach, they're using a touch interface to control the character and then a touch button to fire, and in all the videos, the players (mostly Toshiba reps) struggle with it, because you need to take your finger off the navigation controls to perform any other function, otherwise it doesn't process the input. Even in games with simpler controls than FPSes, like car racing titles, it becomes difficult or impossible to get multiple inputs from the user if your only input is a single-touch panel. Since there's no common accelerometer API, you can't turn to that either (unless you're fine with having your game work on only certain phones and then having to update it whenever a new phone comes out with different accelerometer hardware and associated API (if at all)).

Physboy wrote:
In addition, ALL of the devices you have listed are devices which only have 65K color displays and low contrast ratios. Try comparing the Omnia Pro, currently the ONLY WM device out there with confirmed 16M color display and WAAAAAY higher contrast ratio than non-OLED displays. To avoid the effect of differing brightnesses, one should first ensure there will be no display timeouts activated during the comparison, and ensure that the brightness levels are manually maxed out indoors prior to the comparison.

The Omnia II and Pro, at least in the demo units, are still running at 65K colors, despite the panels' ability to display a lot more.

Physboy wrote:
The fact that the post was from 2005 only goes to show how long the information has been valid. In addition, as the post clearly states, WM DOES support the color set. You claim their is a limit, and you claim that Samsung has made a statement regarding the 24-bit color NOT displaying on the Omnia Pro, however, you provide NO citations for these claims.

If the lack of graphics hardware were the only limiting factor (at the time, WM devices had even more pathetic hardware than most of them do now), then all or most upper-end WM devices, especially media-oriented ones like the Touch HD, TG01, and Samsung phones, would have their displays enabled to their full physical color capability. Yet they are not. As for the Samsung reps, it's something they've answered at their media events. Not sure if anyone's reported on it in articles, as it's generally understood everywhere to be a WinMo limitation and thus not a news item, but if you search, various forums have discussed the issue online.
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AntDX316



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PostPosted: Fri Jul 10, 2009 10:25 am    Post subject: Reply with quote

look

the iphone is better cause u can download apps movies music directly from it plus its damn fast i watched a movie on it and it looked amazing

i tried labarynth and it was insane

this is just a windows mobile 1ghz mini PDA

u need a tipping software just go to app store and download need a parking locator for where u parked go to app store and download u want to play some cool games go to app store and download

i had windows mobile pdas and a phone to me the iphone 3GS is the best

iphone is like GPU accelerated by everything done 3D on it i know 3D that isnt GPU accelerated but ran by the processor to me running at anything slower than 2Ghz will look like crap and be slow

i didnt see the TG01 in person but the guy saying the screen looks bad cause of the screen i think i would believe him cause i saw the movie on this iphone and to me it looks like Bluray Quality and running super smooth fast not even 1 stutter it was better than watching it on the pc

i saw videos of the TG01 in action and the time it took from the user action to the response was long enough for me to get a thought in my mind and i dont like that

with the iphone it responds opens a screen and says loading with this it doesnt nothing it looks like it froze

iphone 3GS handheld OS > WM all versions

tomtom is even going to release a GPS for this handheld so u can use this as a GPS on any car plus so many other features being released by other people makes popularity of the iphone > WM as PC < Apple Mac

im not a fan boy i just say how it is

i think apple has made everything necessary with what the user wants and needs in mind in a total balance of awesome

apple could have easily released a 1ghz iphone with a crap GPU chp but no they got an 800mhz iphone and downclocked it to 600mhz and gave it a super fast GPU chip

they most likely realised the difference between 800 and 600 is not that much but to battery life it matters
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amb9800



Joined: 02 Aug 2008
Posts: 92

PostPosted: Sat Jul 11, 2009 4:07 pm    Post subject: Reply with quote

AntDX316 wrote:
i didnt see the TG01 in person but the guy saying the screen looks bad cause of the screen i think i would believe him cause i saw the movie on this iphone and to me it looks like Bluray Quality and running super smooth fast not even 1 stutter it was better than watching it on the pc

Well, the iPhone is an impressive mobile video player (screen, video processing), but at 480x320 resolution, it's at most half-DVD resolution and nowhere close to Blu-ray.

AntDX316 wrote:
tomtom is even going to release a GPS for this handheld so u can use this as a GPS on any car plus so many other features being released by other people makes popularity of the iphone > WM as PC < Apple Mac

Turn-by-turn GPS applications have been available for Windows Mobile for years, so that's actually an area Apple's playing catch-up on. The iPhone solutions will probably be better integrated, and the hardware doesn't have massive GPS lag like most HTC phones, but still- not an area of real innovation for Apple.

AntDX316 wrote:
apple could have easily released a 1ghz iphone with a crap GPU chp but no they got an 800mhz iphone and downclocked it to 600mhz and gave it a super fast GPU chip

they most likely realised the difference between 800 and 600 is not that much but to battery life it matters

Well, Apple has used underclocked chips since the first iPhone (iPhone/iPhone 3G have a 667 MHz ARM11 running at 412 MHz), likely to save power and also because of its tight thermal tolerances (e.g. see all tv overheating iPhone 3GSes.

That said, while the 3GS' 600 MHz Cortex A8 is quite potent, it pales in comparison to the TG01's 1 GHz Snapdragon, which should be roughly twice as fast. Also, the 3GS' PowerVR SGX GPU is nice but not super-powerful-- the Palm Pre has a faster GPU, for example. Snapdragon has an evolved ATI Imageon GPU that should be quite powerful too, though I haven't seen any direct benchmark comparisons yet.
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