Windows Phone 8 GDR3 Update Breakdown

Higher resolution screens, less battery life
  
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// published on AnandTech // visit site
Windows Phone 8 GDR3 Update Breakdown

Today, Microsoft announced the third developer update to Windows Phone 8, which brings support for larger screens, and 1080p display resolution. This also means a larger start screen, going from 4 to 6 live tiles of horizontal space (on larger screens), but otherwise maintaining similar start screen design. GDR3 also brings support for the 8x74 SoCs, better known as Snapdragon 800.

There are also some other usability features added to the phone, such as driving mode, which disables many types of notifications and turns on an auto-respond feature to prevent distractions. It seems to work automatically based upon a paired Bluetooth device that is remembered.

Accessibility is also improved, with a screen reader similar to Talkback on Android. The internet sharing feature finally brings Bluetooth tethering. Other feature additions include custom ringtones for more items like IMs, and personalized call/text ringtones based upon contacts, autorotation lock, native management of the “Other storage” files and better file management in general, a tap to close application function similar to iOS 7, WebOS, and Android 4.x, although differing in UI implementation, immediate WiFi connection on startup, and general improvements to the Bluetooth stack.

 

While many features have been implemented in this update, many such features have been significantly delayed in implementation when compared to Android or iOS. While iOS seems to be staying in the 300 PPI range for mobile displays, Android is in a race to ever greater resolutions, as seen by the rapid spread of 400+PPI displays. Windows Phone seems to be stuck in the middle of this because while it may make sense to stick with ~300 PPI from a battery life perspective, due to the approximate 20% jump in power draw on the display from the increased backlight requirements, it seems that Windows Phone is mostly compared against Android devices, not iOS. This also seems to make things more difficult for Microsoft, as the update cadence simply doesn’t stack up when compared to the rate at which Google iterates Android, and the design of the OS is simply not well suited to widely varying screen sizes and pixel densities, a trait shared by iOS, but not by Android, which has proven to be extremely important as displays have taken five notable jumps in resolution in the past four years, with a huge number of variations when it comes to screen size. It remains to be seen whether Microsoft will amp up the pace when it comes to the Windows Phone update cycle, specifically in the areas of SoC support, resolution/DPI support, and general UI additions, but for now, this update seems to be a continuation of previous strategies and with little change in the execution of said strategies. 

Find: Microsoft Announces Surface Pro 2 & Surface 2

The next attempt by ms to compete in mobiles. 

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// published on AnandTech // visit site
Microsoft Announces Surface Pro 2 & Surface 2, Shipping October 22

Microsoft just announced the long awaited successors to its Surface RT and Surface Pro devices at a press event in NYC. We were fans of the original Surface devices, however neither was quite perfect. It'll be a short while before we can actually review these things (they ship on October 22nd), but on paper we can already get a good indication of what Microsoft has done to both lines.

Surface 2

Surface RT is succeeded (not replaced) by Surface 2. The previous generation Surface RT model will remain on sale for $349, putting it at a very compelling price point in the 10-inch tablet market - especially considering that it comes with a full version of Office. The new Surface 2 takes its place at $449 and features a long list of upgrades. The display is now full 1080p with improved color accuracy compared to the outgoing model. Microsoft spent a lot of time last year talking about how it's 1366 x 768 panel was better than most thanks to its optically bonded display, but it's good to see a shift towards a higher resolution panel. The focus on improving color accuracy is important as well. In our original review of Surface RT I found its display to be ok, but hardly accurate. Given that both Apple and Google are now shipping relatively well calibrated tablet displays, it's key that Microsoft does the same. The only downside is it looks like the new display isn't full sRGB but rather a smaller gamut.

Internally Tegra 3 is out and replaced by Tegra 4. Just like last time, Tegra 4's 5th shadow core isn't exposed or used under Windows RT 8.1. I know I was personally expecting a Snapdragon 800 based device, but those initial rumors also pointed to the Qualcomm based Surface tablet being smaller than 10.6-inches as well so it's entirely possible that we'll see Qualcomm show up at a later point. The move to Tegra 4 comes with four ARM Cortex A15 cores and a much better GPU. The combination of the two should deliver a much better experience on Surface 2 than with Surface RT. The latter was simply too slow, but I'm expecting big things from the Tegra 4 upgrade. Although I completely understand why Microsoft is interested in going with an ARM partner for Surface 2, I do wonder if it might've been a better idea from a power efficiency standpoint to use Intel's Bay Trail instead. Note that with Surface 2 Microsoft drops the RT from the device's name. We'll see what happens with Cherry Trail next year.

Microsoft Surface 2/RT Comparison
Surface 2 Surface RT Apple iPad 4
Dimensions 10.81 x 6.79 x 0.35" 10.81 x 6.77 x 0.37" 9.50 x 7.31 x 0.37"
Display 10.6-inch 1920 x 1080 w/ Improved Color Accuracy 10.6-inch 1366 x 768 PLS 9.7-inch 2048 x 1536 IPS
Weight Less than 1.49 lbs 1.5 lbs 1.44 lbs
Processor NVIDIA Tegra 4 1.7GHz NVIDIA Tegra 3

Apple A6X

Connectivity 802.11n WiFi 802.11n WiFi WiFi , Optional 4G LTE
Memory 2GB 2GB 1GB
Storage 32GB or 64GB eMMC 32GB or 64GB 16GB—128GB
Battery ? 31.5 Wh 42.5Wh
Starting Price $449 $349 $499

Surface 2 retains the full sized USB port and microSD card slots on the device itself, although the former gets upgraded to USB 3.0. Internal storage options remain at 32GB or 64GB eMMC. Both front and rear facing cameras are improved over the original design as well.

The design of Surface 2 improves over its predecessor. Surface 2 is slightly thinner than its predecessor and is a little lighter as well. The device now features a silver colored VaporMg finish and a 2-stage kickstand. Although I loved the idea of the kickstand with the original Surface devices, I felt that it was often not at the right angle for me to use on anything other than a table. Surface 2's 2-stage kickstand should allow for some flexibility, although I'm curious to see how this works in practice and if there are any sacrifices to the overall stability of the stand.

Surface 2 will ship with Office 2013 RT including Outlook RT and come with 200GB of free Sky Drive storage for 2 years. The entire package starts at $449, but once again does not include a touch or type cover. The 64GB Surface 2 will sell for $100 more at $549.

Surface Pro 2

Surface Pro 2 sees a similar set of upgrades. It gets an updated display (the original Surface Pro was already 1080p) with better color accuracy. USB 3.0 support existed on the previous model as well. The big upgrade here is to a Haswell based Core i5-4200U. That's a 15W Haswell part (similar to what you'd find in an Ultrabook) but with Intel's HD 4400 graphics and not HD 5000. The move to 15W Haswell means there's no real reduction in device thickness with Surface Pro 2. This continues to be an interesting design decision on Microsoft's part. While I'd personally advocate for a lower wattage Y-series SKU, it could be that Microsoft feels the added performance of a full Ultrabook Haswell ULT SKU is necessary for Surface Pro's target market. Either way the move to Haswell should come with significant improvements in battery life (Microsoft claims a 75% improvement for Surface Pro 2, and 25% for Surface 2). 

Microsoft Surface Pro Comparison
Surface Pro 2 Surface Pro Apple iPad 4
Dimensions 10.81 x 6.81 x 0.53" 10.81 x 6.81 x 0.53" 9.50 x 7.31 x 0.37"
Display 10.6-inch 1920 x 1080 w/ Improved Color Accuracy 10.6-inch 1920 x 1080 PLS 9.7-inch 2048 x 1536 IPS
Weight 2.0 lbs 2.0 lbs 1.44 lbs
Processor Core i5-4200U with HD4400 Graphics (15W Haswell ULT)

Core i5-3317U with HD4000 Graphics (17W Ivy Bridge)

Apple A6X

Connectivity WiFi WiFi WiFi , Optional 4G LTE
Memory 4GB or 8GB LPDDR3 4GB 1GB
Storage 64 or 128GB (4GB RAM)
256GB or 512GB (8GB RAM)
64GB or 128GB 16GB—128GB
Battery 42.0 Wh 42.0 Wh 42.5Wh
Starting Price $899 $899 $499

Surface Pro 2 starts at $899 and now comes in four different configurations You can get Surface Pro 2 with a 64GB ($899) or 128GB SSD ($999) and 4GB of RAM, or if you want 8GB of RAM there are 256GB ($1299) and 512GB ($1799) versions as well. Surface Pro 2 retains the old front and rear cameras.

Interestingly enough, the internal shots of the Surface Pro 2 feature a SKhynix mSATA SSD. I wonder if it's using a Link_A_Media controller:

As you can see in the gallery below, the PCB for Surface Pro 2 is absolutely huge. I'm really curious to see why Microsoft went this route vs. trying to fill the device's volume with a battery like most of the other tablet makers. I know in the past Microsoft was very big on weight distribution vs. lower overall weight, but I do wonder if a lighter Surface Pro 2 might've made sense here.

A big part of the Surface story is of course the detachable keyboard covers. This generation both type and touch covers see upgrades. They are both thinner and lighter, and both are now backlit as well. The new touch cover features 1092 sensors (up from only 80 in touch cover 1), which should improve response and accuracy. If you remember back to our original Surface reviews, touch cover accuracy was one of my biggest complaints. It was better than typing on a screen, but not as good as a real keyboard. I'm wondering if the new design helps here at all.

The type cover sees a 1mm reduction in key travel, which helps reduce thickness of the cover itself (although potentially at the expense of typing feel). You can also now get the type cover in four different colors as well (purple, pink, blue and black), instead of just black like the original design.

Other accessories include a new power cover with integrated battery, a docking station, and a music kit that replaces the traditional keyboard with something optimized for music playback/remixing. 

Both Surface 2 and Surface Pro 2 will be available for pre-order starting tomorrow, with devices available on October 22nd.  

Horace Dedieu on the decline of gaming consoles, as mobiles rise

In the long run, I think specialized devices do have a future, especially in the home. But the old mass markets are gone forever. 

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// published on asymco // visit site

Game over

In the “Race to a Billion” there is a graph showing Android reported activations and iOS cumulative unit sales alongside cumulative console sales. The contrast between mobile phone platforms and game consoles is striking, with an order of magnitude difference in consumption. The best performing console to date is the Wii with about 100 million units sold so far.

[UPDATE: Thanks to Danny Nemer cumulative sales of Sony's PlayStation 2 (using production shipments from FY 2000-05 and recorded sales for FY 06-12) is 155.81 million units]

However, that is an incomplete picture of the game platform business primarily because consoles are not the entirety of the business. Mobile (but dedicated) gaming platforms have been sold for some time.

To give a better picture of the game business we prepared the following graphs. The first shows Nintendo’s product lines with actual unit shipments (shown as colored dots in millions of units per quarter) and the trend (shown as trailing twelve months’ average trend lines).

Screen Shot 2013-09-09 at 9-9-4.45.30 PM

Note that fixed and mobile products are both shown on the same graph. The picture that emerges is that for Nintendo, its mobile platforms combined are more popular than its fixed consoles with a total of 186 million mobile devices sold since 2003.

There is also a pattern of generational change. The GBA, DS and GameCube era was superseded by the DS Lite, DSi, Wii era. The Wii era (or generation) was significantly more popular than the GameCube generation. If there is a problem however, it seems to be that the new generation devices or consoles are not forming a new era. The Wii U and 3DS are not growing nearly to the level of the previous generations and have faded quickly.

To summarize, the unit volume graph for Nintendo is below.[1]

Screen Shot 2013-09-10 at 9-10-10.25.23 AM

To confirm that this is indeed disruption we should look at the pattern for another competitor in the console market: Sony.[2]

Screen Shot 2013-09-10 at 9-10-11.09.16 AM

The graphs above combine both Nintendo portable/consoles and Sony portable/console sales. Note the similarity in patterns of growth. It’s one thing to suggest that Nintendo consoles have “failed”, it’s another to show that Nintendo consoles and portables have failed, and yet another to show that two competitors in the games business seem to be failing in unison across all their product lines. The cyclicality is also over a long period of time: The peak for the combined Sony/Nintendo was in 2008, five years ago.

The chief criticism to the industry-wide view of decline is that there is a new generation of consoles right around the corner. This is the eighth generation of consoles which, it is presumed, will bring growth back to the industry.

But the Nintendo 3DS, launched two years ago, was meant to kick off the eighth generation, and the PlayStation Vita was Sony’s response. Then the Wii U was also billed as the successor to the Wii. They have so far failed to re-ignite growth. One might reply that they were merely appetizers and that the main course of the next gen are the PS4 and Xbox One.

Will they create growth again? Surely not for Nintendo, but I would argue that not for Sony or Microsoft either. There might be a burst of sales at launch as the hard core gamers upgrade, but they are unlikely to recruit new gamers the way the Wii did. In other words the PS4 and Xbox One are unlikely to win against non-consumption.

That is where mobile is the clear winner. More people will hire mobile devices for their primary gaming activity. And as mobile devices get inexorably better, they will be hired for use in the setting where consoles have been king: the living room.

The implications are that Nintendo, Sony and Microsoft are beyond the point of no return in this industry. Gaming, as a business, cannot be sustained as a platform independent of a general purpose computer. Like other “applications” that used to have systems built around them conforming to their needs[3] the dedicated-purpose solutions came to be absorbed into the general-purpose platforms. And the modern general purpose computer is the smartphone.[4]

UPDATE: I added Microsoft console shipment data which became available after 2008. Notes:

  1. This is a smoothed graph showing what sales would have been if they had been evenly spread out over a 12 month period. The actual sales would total to the same area but would be much more seasonal and thus noisy.
  2. We would like to show the pattern for Microsoft but there is no regularly reported Xbox shipment data.
  3. Applications such as word processing, financial calculation, media editing, music playback, etc.
  4. One interesting question is why didn’t the general purpose personal computer absorb console gaming. My answer is that personal computers could not conform to the experiences around the “10 foot” interface and still function well at their main jobs. In contrast, mobile devices through screen sharing have the ability to be much more malleable.

Find: Microsoft buys Nokia phone; becomes a true device maker

Bye bye Nokia, we'll miss you. 

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// published on The Verge - All Posts // visit site

Microsoft buys Nokia's devices unit in a $7.2 billion bid for its mobile future

One of the most enticing "what-ifs" of recent years has come true: Microsoft has purchased Nokia's Devices and Services unit, bringing the Lumia lineup under the Redmond roof. The move unites Windows Phone 8 with its biggest hardware supporter, giving the company the integrated mobile offering it's been looking for with Surface and other devices. When the deal closes in the first quarter of 2014, Microsoft will pay 3.79 billion Euros for Nokia's business, plus another 1.65 billion Euros for its portfolio of patents. (The 5.44-billion Euro total is considerably less than Microsoft paid for Skype in 2011.) 32,000 people are expected to transfer from Nokia to Microsoft, including 18,300 that are "directly involved in manufacturing."

The...

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