Sling Player Mobile? - Tilt, TyTN II, MDA Vario III Themes and Apps

So what are the best settings in sling Player Mobile to watch NBA basketball without the video freezing? And what bit rate/resolution/whatever should I set it to that will allow me to watch about 2 hours every weekday without going over the 5GB AT&T limit?
Anyone have any ideas?

resolution always 320x240 (QVGA)
and the max bitrate... well do the math.
bitrate is the amount of bits per second. you know the amount of hours per week, so convert it to seconds per month. then calculate the max bitrate so it won't exceed your dataplan...

WIFII ....

Related

Low fps with DiamondTv and Tvuplayer

Hello
Does anyone of you Diamond Touch owners have good fps when using DiamondTv or TVUPlayer??
And what have you done to make it work?
With DiamondTv i try to stream DR (Danish national Tv) with 950kbit. Buts its playing with lower than 10fps even with Wifi.
Tried to play streams using Tvuplayer. But i only gets streams with low fps.
Its like the CPU i way to weak.
http://www.tvunetworks.com/
I'm having the same problems with my Touch Pro. It's like watching a slide show. Supposedly it run smoothly on the Mogul, so I can only assume it's a settings issue, I just don't know what those settings are.
I'm slowly chugging along getting things working. I installed CorePlayer instead of TCPMP and that didn't work at least not right away.
I had to copy/paste the CorePlayer "player.exe" into the TCPMP folder for TVU to launch it instead of TCPMP. Now I'm just trying to find the right combo of CorePlayer settings for smooth playback.
I've been using SpikeTV with Star Wars on for benchmarking, but I haven't been able to get a combo above 60% yet.
I've got Smooth Zoom off for everything, and got the following results so far:
GDI
High
27%
Raw Frame Buffer
High
29%
QTv
High
65%
QTv
Medium
47%
QTv
Low
39%
DirectDraw
High
40%
DirectDraw
Medium
51%
DirectDraw
Low
57%
I've gotten some varying results with QTv, from 40%-60% with high quality being better than low quality and vice versa. I'm really not sure what's up with that.
I'm hoping I can find some other settings to tweak with DD or QTV get smooth playback.
Low Fps
Did some testing on Touch Pro Qualcomm caused the issue, Samsung Omina & SGHi780 working fine due to CPU diff.

Gaming Frame Rate Drop (Asphalt 8)

I decided to download Asphalt 8 last night to see how the Note 5 handles it, initially it looked good but after 20 seconds or so the frame rate slowed down considerably - I would guess less than 10 frames a second. I uninstalled it, cleared the cache, reinstalled but still the same issue. This is on High settings which is the default setting. It's like the phone starts to throttle after a short amount of time racing?
Is anyone else playing Asphalt 8, have you seen anything similar?
I downloaded AnTuTu bench and was getting over 60,000 which seems in line with other Note 5's and 3D Mark also seems to match up so i'm not sure if this is just Asphalt 8 or a bigger problem.
I installed CPU-z so I could monitor temperature and if I check it when the game is running slow the Exynos reports around 60c which doesn't seem that high?
i've only tried it on my S6e without any noticeable issues. do you have Power Saving mode off?
(Sent from another Galaxy)
Yup both power saving modes are definitely off.
There are drops in some games after minutes of gameplay, that because of Samsung TW DVFS, which basically monitors and throttles the CPU way too fast.
If u have root, u can set cpu govenor to performance when playing, that will eliminate all the lag, that what i do.

3:30 hour screen on time !!!

After playing Shadowgun Legends many time, I only get 3:30 hour screen on time with the game from 100% to 0%.
I play game each time on Ultra High with 60 FPS settings, audio volume 20-40% on speaker. Battery drain rate during gameplay is higher on Shadowgun Legends.
So, is it normal to get that much of Screen On Time with this game on higher settings and also, device get heated.
What was your screen brightness level?
Angelina7 said:
What was your screen brightness level?
Click to expand...
Click to collapse
30 to 40%

120Hz variable, gaming, videos, and battery life

So I've read that when set to 120Hz refresh rate, it's variable and will adjust depending on content. Does this mean when playing a game that's locked to 60FPS, the display will be 60Hz and battery life will be the same as setting to 60Hz?
How about if the display is set to 60Hz, but the Cortex app has the game set to 120FPS. Will the display switch to 120Hz assuming the game is actually running at 120FPS?
I like the smoothness of the 120Hz in general, so that's how I have it set. But what if I plan to watch a movie, should I set it to 60Hz to save battery, or will the display do it automatically? No sense to have it at 120Hz if I'm going to watch a movie for 2 hours.

General Test: S21 Ultra (Exynos) Battery Consumption of Different Refresh Rates and Resolutions

Here is a test I did on my S21 Ultra (Exynos), that started a bit spontaneously with me wondering about the impact on battery of different refresh rates and resolutions, together with use cases (touching the screen or just looking at it). So I started playing around and landed in some kind of improvised test.
The phone is an S21 Ultra Exynos model, as already mentioned. The model number is SM-G998B/DS. The FW was G998BXXU2AUBB.
The test was performed at 20% screen brightness and 30% battery left on the phone. The phone was charged between tests to hover around 30% battery, +/- 2%, i.e. it was between 28% and 32% during the tests.
There were two types of tests; "Screen Interaction Test" that intended to find the current consumption while repeatedly touching the screen and therefore keeping the CPU ready, and an "Idle Current Consumption Test" where the screen was just turned on for 3 minutes without interacting with the phone. In both tests, the phone was running the app Ampere in the foreground, thus displaying it.
The data logging was done manually by me watching the app Ampere and noting down its shown current consumption every second into a Google Sheets document. Ampere collects 50 data points, discards the 10 lowest and 10 highest, then takes the average of the remaining 30 points before presenting the current consumption. These values were gathered for 5 minutes in the interaction test, and 3 minutes in the idle test, in order to acquire a robust sample set that was resilient against temporary peaks in current consumption. Since I don't have control over the phone's background processes, it was possible that a background task would cause a sudden peak in current consumption. Averaging these values makes the measurement more resilient against such peaks.
The phone was put in Airplane Mode in order to eliminate Wifi, 4G, Bluetooth and all those things from the measurement.
Test Results​Interacting With Screen in 120 Hz Adaptive Refresh Rate and Different Resolutions​The screen was tapped 3-4 times per second in order to keep it active. The phone was displaying the app Ampere. Test duration was 5 minutes and data was logged about every second from Ampere, and then averaged over the entire test duration.
HD 120 Hz Adaptive Refresh Rate: 204 mA
FHD 120 Hz Adaptive Refresh Rate: 184 mA
WQHD 120 Hz Adaptive Refresh Rate: 206 mA
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Interacting With Screen in 60 Hz Adaptive Refresh Rate and Different Resolutions​The screen was tapped 3-4 times per second in order to keep it active. The phone was displaying the app Ampere. Test duration was 5 minutes and data was logged about every second from Ampere, and then averaged over the entire test duration.
HD 60 Hz Standard Refresh Rate: 175 mA
FHD 60 Hz Standard Refresh Rate: 161 mA
WQHD 60 Hz Standard Refresh Rate: 176 mA
Idling With Screen On in 60 Hz Standard Refresh Rate and Different Resolutions​The screen was turned on it displayed the app Ampere. The screen was not interacted with at all for the whole 3 minutes this test took. The test was only done for 60 Hz because there is no point in doing it for 120 Hz since the screen drops down to 60 Hz when idling in the app Ampere. The values are the average value of the entire test duration (3 minutes).
HD 60 Hz Standard Refresh Rate, Screen Idling: 144 mA
FHD 60 Hz Standard Refresh Rate, Screen Idling: 145 mA
WQHD 60 Hz Standard Refresh Rate, Screen Idling: 147 mA
Bonus Test: 48 Hz and 96 Hz Display Mode​The two hidden display modes were also tested but there were no advantages in using these modes regarding current draw. Plus, these modes actually tint the display slightly greenish in my opinion and in my phone. YMMV.
TLDR/Conclusion​The most efficient resolution is FHD when the phone is actively used. However, while not interacting with the screen, the resolution has almost no impact on battery consumption. Note: the resolution probably affects a lot when gaming is involved, which I have not tested. Between 120 Hz Adaptive and 60 Hz Standard, the current draw is about 15% to 17% higher for 120 Hz Adaptive Mode, depending on resolution. In other words, running the phone at 120 Hz does not exactly eat up the battery, which is very good to see!
A quick word about the current draw numbers: the current draw will be lower when the battery is charged more, since the battery voltage will be higher in that case. The lower the voltage, the greater current draw to keep power constant. At full charge, these numbers would be 88% of the ones I had at 30% battery charge. This should not change the relative numbers, i.e. FHD 120 Hz Adaptive Mode should still draw about 15% more current than FHD 60 Hz Standard Mode, I think.
What combo of settings do you recommend
The differences are quite small. Interesting.
10 or 15 ma extra is next to nothing.
da1e8 said:
What combo of settings do you recommend
Click to expand...
Click to collapse
I personally use 120 Hz Adaptive in FHD resolution. The display smoothness is too good to give up for a little bit of extra battery saving. With that said, I do use Power Saving Mode if I have to save battery during the day and that puts the phone in 60 Hz Standard refresh rate. I used to also switch to HD resolution in that case, but I will not do that any longer since FHD draws less current for some reason.
So my advice would be to stick to FHD resolution (I don't notice any difference between FHD and WQHD anyway) and 120 Hz Adaptive.
Curious to ask, is this an Exynos model or a Snapdragon model? Firmware version number?
zjhao said:
Curious to ask, is this an Exynos model or a Snapdragon model? Firmware version number?
Click to expand...
Click to collapse
Hey, good question! My bad, I should have written this down from the start, since it's quite relevant. I updated the original post.
The phone is an S21 Ultra Exynos model. The model number is SM-G998B/DS. The FW was G998BXXU2AUBB.
blackhawk said:
The differences are quite small. Interesting.
10 or 15 ma extra is next to nothing.
Click to expand...
Click to collapse
Isn't this for a test duration of 5mins. Please correct me if I'm wrong: if I take this calculation ahead..and assume that the test was carried out for a long period of time at 100% battery charge, then at 120Hz and FHD resolution - we should get a bit over 27hrs (5000mah/ 184ma) of SOT and WQHD resolution+120hz, it would be a bit over 24 hrs. In all, ceteris paribus, the difference is between 3 and 3.5 hours in all!
meh!
amirage said:
Isn't this for a test duration of 5mins. Please correct me if I'm wrong: if I take this calculation ahead..and assume that the test was carried out for a long period of time at 100% battery charge, then at 120Hz and FHD resolution - we should get a bit over 27hrs (5000mah/ 184ma) of SOT and WQHD resolution+120hz, it would be a bit over 24 hrs. In all, ceteris paribus, the difference is between 3 and 3.5 hours in all!
meh!
Click to expand...
Click to collapse
With a idle ma draw of 150-300 ma probably being typical, an extra 15-18 ma max for the screen resolution/refresh rate is chump change.
The lame Android scoped storage is likely using much more... and giving you nothing but trouble.
Scoped storage, it tastes like Apple
very helpful to me
blackhawk said:
With a idle ma draw of 150-300 ma probably being typical, an extra 15-18 ma max for the screen resolution/refresh rate is chump change.
The lame Android scoped storage is likely using much more... and giving you nothing but trouble.
Scoped storage, it tastes like Apple
Click to expand...
Click to collapse
My friend, you just went Christopher Nolan on me...didnt understand a word about the storage thingies.
amirage said:
My friend, you just went Christopher Nolan on me...didnt understand a word about the storage thingies.
Click to expand...
Click to collapse
Look it up and weep... it's one of the biggest reasons I'm still running on Pie, as are many others. Q's adaption rate has been dismal.
No coincidence.
PirateYarr said:
Here is a test I did on my S21 Ultra (Exynos), that started a bit spontaneously with me wondering about the impact on battery of different refresh rates and resolutions, together with use cases (touching the screen or just looking at it). So I started playing around and landed in some kind of improvised test.
The phone is an S21 Ultra Exynos model, as already mentioned. The model number is SM-G998B/DS. The FW was G998BXXU2AUBB.
The test was performed at 20% screen brightness and 30% battery left on the phone. The phone was charged between tests to hover around 30% battery, +/- 2%, i.e. it was between 28% and 32% during the tests.
There were two types of tests; "Screen Interaction Test" that intended to find the current consumption while repeatedly touching the screen and therefore keeping the CPU ready, and an "Idle Current Consumption Test" where the screen was just turned on for 3 minutes without interacting with the phone. In both tests, the phone was running the app Ampere in the foreground, thus displaying it.
The data logging was done manually by me watching the app Ampere and noting down its shown current consumption every second into a Google Sheets document. Ampere collects 50 data points, discards the 10 lowest and 10 highest, then takes the average of the remaining 30 points before presenting the current consumption. These values were gathered for 5 minutes in the interaction test, and 3 minutes in the idle test, in order to acquire a robust sample set that was resilient against temporary peaks in current consumption. Since I don't have control over the phone's background processes, it was possible that a background task would cause a sudden peak in current consumption. Averaging these values makes the measurement more resilient against such peaks.
The phone was put in Airplane Mode in order to eliminate Wifi, 4G, Bluetooth and all those things from the measurement.
Test Results​Interacting With Screen in 120 Hz Adaptive Refresh Rate and Different Resolutions​The screen was tapped 3-4 times per second in order to keep it active. The phone was displaying the app Ampere. Test duration was 5 minutes and data was logged about every second from Ampere, and then averaged over the entire test duration.
HD 120 Hz Adaptive Refresh Rate: 204 mA
FHD 120 Hz Adaptive Refresh Rate: 184 mA
WQHD 120 Hz Adaptive Refresh Rate: 206 mA
View attachment 5255207
Interacting With Screen in 60 Hz Adaptive Refresh Rate and Different Resolutions​The screen was tapped 3-4 times per second in order to keep it active. The phone was displaying the app Ampere. Test duration was 5 minutes and data was logged about every second from Ampere, and then averaged over the entire test duration.
HD 60 Hz Standard Refresh Rate: 175 mA
FHD 60 Hz Standard Refresh Rate: 161 mA
WQHD 60 Hz Standard Refresh Rate: 176 mA
View attachment 5255211
Idling With Screen On in 60 Hz Standard Refresh Rate and Different Resolutions​The screen was turned on it displayed the app Ampere. The screen was not interacted with at all for the whole 3 minutes this test took. The test was only done for 60 Hz because there is no point in doing it for 120 Hz since the screen drops down to 60 Hz when idling in the app Ampere. The values are the average value of the entire test duration (3 minutes).
HD 60 Hz Standard Refresh Rate, Screen Idling: 144 mA
FHD 60 Hz Standard Refresh Rate, Screen Idling: 145 mA
WQHD 60 Hz Standard Refresh Rate, Screen Idling: 147 mA
View attachment 5255213
Bonus Test: 48 Hz and 96 Hz Display Mode​The two hidden display modes were also tested but there were no advantages in using these modes regarding current draw. Plus, these modes actually tint the display slightly greenish in my opinion and in my phone. YMMV.
TLDR/Conclusion​The most efficient resolution is FHD when the phone is actively used. However, while not interacting with the screen, the resolution has almost no impact on battery consumption. Note: the resolution probably affects a lot when gaming is involved, which I have not tested. Between 120 Hz Adaptive and 60 Hz Standard, the current draw is about 15% to 17% higher for 120 Hz Adaptive Mode, depending on resolution. In other words, running the phone at 120 Hz does not exactly eat up the battery, which is very good to see!
A quick word about the current draw numbers: the current draw will be lower when the battery is charged more, since the battery voltage will be higher in that case. The lower the voltage, the greater current draw to keep power constant. At full charge, these numbers would be 88% of the ones I had at 30% battery charge. This should not change the relative numbers, i.e. FHD 120 Hz Adaptive Mode should still draw about 15% more current than FHD 60 Hz Standard Mode, I think.
Click to expand...
Click to collapse
Beautiful test. Well done and thanks.
I don't even own this phone, but this is a very useful test for other also! Kudos
Experiment well done bro! This community needs more people like you.

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