Anandtech
Manual Camera Controls and RAW in Android L
For those that have followed the state of camera software in AOSP and Google Camera in general, it’s been quite clear that this portion of the experience has been a major stumbling block for Android. Third party camera applications are almost always worse for options and camera experience than first party ones. Manual controls effectively didn’t exist because the underlying camera API simply didn’t support any of this. Until recently, the official Android camera API has only supported three distinct modes. These modes were preview, still image capture, and video recording. Within these modes, capabilities were similarly limited. It wasn’t possible to do burst image capture in photo mode or take photos while in video mode. Manual controls were effectively nonexistent as well. Even something as simple as tap to focus wasn’t supported through Android’s camera API until ICS (4.0). In response to these issues, Android OEMs and silicon vendors filled the gap in capabilities with custom, undocumented camera APIs. While this opened up the ability to deliver much better camera experiences, these APIs were only usable in the OEM’s camera applications. If there were no manual controls, there was no way for users to get a camera application that had manual controls.
With Android L, this will change. Fundamentally, the key to understanding this new API is understanding that there are no longer distinct modes to work with. Photos, videos, and previews are all processed in the same exact way. This opens up a great deal of possibility, but also means more work on the part of the developer to do things correctly. Now, instead of sending capture requests in a given mode with global settings, individual requests for image capture are sent to a request queue and are processed with specific settings for each request.
This sounds simple enough, but the implications are enormous. First, image capture is much faster. Before, if the settings for an image changed the entire imaging pipeline would have to clear out before another image could be taken. This is because any image that entered the pipeline would have settings changed while processing, which means that the settings would be inconsistent and incorrect. This slowed things down greatly because of this wait period after each change to capture settings. With the new API, you simply request captures with specific settings (device dependent) so there’s no need to wait on the pipeline with settings changes. This dramatically increases the maximum capture rate regardless of the format used. In other words, the old API set changes globally. This slowed down image capture every time image settings changed because all of the images in the pipeline had to be discarded once the settings were changed. In the new API, settings are done on a per-image basis. This means that no discarding has to happen, which means image capture stays fast.
The second implication is that the end user will have much more control over the settings that they can use. These have been discussed before in the context of iOS 8’s manual camera controls, but in effect it’s now possible to control shutter speed, ISO, focus, flash, white balance manually, along with options to control exposure level bias, exposure metering algorithms, and also select the capture format. This means that the images can be output as JPEG, YUV, RAW/DNG, or any other format that is supported.
While not an implication, the elimination of distinction between photo and video is crucial. Because these distinctions are removed, it’s now possible to do burst shots, full resolution photos while capturing lower resolution video, and HDR video. In addition, because the pipeline gives all of the information on the camera state for each image, Lytro-style image refocusing is doable, as are depth maps for post-processing effects. Google specifically cited HDR+ in the Nexus 5 as an example of what’s possible with the new Android camera APIs.
This new camera API will be officially released in Android L, and it’s already usable on the Android L preview for the Nexus 5. While there are currently no third party applications that take advantage of this API, there is a great deal of potential to make camera applications that greatly improve upon OEM camera applications. However, the most critical point to take away is that the new camera API will open up the possibility for applications that no one has thought of yet. While there are still issues with the Android camera ecosystem, with the release of Android L software won’t be one of them.
ECS LIVA Review: The Nettop Rises Again
Nettops and netbooks, as a class of products, have been on the decline over the last few years. However, the introduction of SoCs based on the new Silvermont Atom cores has given the segment a chance to reinvent itself. ECS is trying to take the lead here with their LIVA mini-PC kits. Read on to find out more about the ECS LIVA and how it performs in our evaluation.
ASUS ROG Maximus VII Formula Released
One of the major announcements at Computex this year was that of the Maximus VII Formula, ASUS’ ‘gaming-rather-than-overclocking’ focused member of the Republic of Gamers line-up. The additions for the new Formula will centre on the PCIe storage support that Z97 affords, as well as the iterative design of the ROG brand. The main elements that ASUS wants to promote with the new Formula include the power delivery hybrid cooling solution, the SupremeFX audio solution, the ROG Armor, TrueVolt 5V, GameFirst III and Extreme Engine DIGI+ III.
For those not familiar with the Formula, particularly from the last generation, the main visual feature is usually the ROG Armor. This is a fixed shroud on the front and back of the motherboard, with the aim to improve the rigidity of the product but also reduce dust build up on components or shorting due to errant screwdrivers.
The CrossChill hybrid cooling combines air cooling with a water cooling heatsink on the power delivery. The design is based in corrosion-resistant copper, and ASUS claims that temperatures in this area of the motherboard can be reduced by up to 23ºC. The thread fittings are set at G1/4-inch and require users to use their own barbs. The chokes underneath are the 60A Blackwing chokes found on the high-end Maximus VI range, and the NexFET ICs are designed for 90% efficiency. Knowing that gamers will also want to overclock, there are also 10K black metallic caps with a 20% increase in extreme temperature endurance over that standard solution.
The audio solution uses many of the same elements we have come across on an enhanced ALC1150 setup – PCB separation, EM shields, filter caps and headphone amplifiers. ASUS engineer their design to also include a Cirrus Logic CS4398 DAC for the rear output and ‘Sonic SenseAmp’ technology to detect when low or high impedance headphones are used and adjust accordingly.
For storage, M.2 is supported via the mPCIe combo III card for the rear IO, supporting any type 2260 devices. This looks to be a PCIe 2.0 x2 solution. ASUS also includes two SATA Express ports, one powered by the PCH and the other via an ASMedia controller. Given that three PCIe storage options are present and each requires two PCIe lanes, I would imagine that the M.2 and SATAe from the PCH are shared via a switch and the second SATAe slot is shared with the PCIe 2.0 x4 slot on board or the extra USB 3.0 ports. Alongside the PCIe storage there is also ten SATA ports (four shared with SATAe), eight USB 3.0 ports and six USB 2.0 ports.
At the launch of Z97, ASUS released the Gene, Hero and Ranger, with the Formula, Impact and Extreme expected in due course. Computex saw the announcement of the Impact and the Formula, although I have a feeling that the team that design the Extreme might be focusing on X99 for now.
Initially the Formula will be available as a bundle with Watch Dogs from Newegg and Tiger Direct for $369 from next week, with a standard edition available shortly after for around $319.
Google Maps Updated to Version 8.2 With Voice Actions and Elevation for Bike Routes
It seems that Google wasn't able to ship out all their updates on Wednesday in their typical bundle of application updates. Google Maps for Android has just received an update to version 8.2 and it brings along some significant changes and improvements to the app, especially for cyclists who use Google Maps to plan their routes.
As you can see above, Google now gives an estimate of the elevation along a route when looking for routes that can be done on a bicycle. The app demonstrates it like a timeline of the route you are taking, with the height of the line representing the elevation and the slope of the line representing how quickly a change in elevation occurs. For cyclists trying to find a route that avoids large amounts of uphill travel this is certainly a useful feature. Something Google may want to add in the future to route options is the ability to show and sort routes based on a preference for the route with the least uphill travel rather than for the shortest time possible.
The other major improvement comes in the form of voice controls for vehicle navigation. A microphone button in the navigation interface brings up the voice input card, and the user can say various commands to control the application without having to directly interact with their device. Based on my time with the voice control you are able to ask it to direct you to different locations, to check the traffic along your route, and to show alternate available routes. It's not yet clear what the limitations of the in-app voice controls are and Google is sure to expand the available commands and the flexibility of the user's wording of a statement with further updates.
Google Maps 8.2 for Android is rolling out to Android users now. Like most of Google's update rollouts, it may take some time before your device receives the update. At the moment there is no sign of an update to Google's iOS version of Maps but Google has recently been rolling out updates to both apps in the same timeframe so it is likely that Google Maps for iOS will receive these features in the near future.
AMD Q2 2014 Quarterly Earnings Analysis
AMD hosted their quarterly earnings conference call this afternoon to announce their financial results for the quarter ending June 2014. In a similar story to last quarter, AMD has inched closer to profitability yet again. Revenue for the quarter came in at $1.44 billion, an increase of 3% over Q1 2014 and up 24% year-over-year.
AMD Q2 2014 Financial Results (GAAP in USD) Q2'2014 Q1'2014 Q2'2013 Revenue $1.44B $1.40B $1.16B Operating Income $63M $49M -$29M Net Income -$36M -$20M -$74M Earnings per Share -$0.05 -$0.03 -$0.10Once again, gross margins were flat over the preceding quarter at 35%. Operating income for the quarter was $63 million, up from $49 million in Q1, however the GAAP results still ended up with a $36 million net loss. The Non-GAAP numbers come in higher due to the exclusion of $49 million in loss from debt redemption.
Non-GAAP operating income was $67 million, with a net income of $17 million or $0.02 per share which missed analyst’s expectations of $0.03 per share.
AMD Q2 2014 Financial Results (Non-GAAP in USD) Q2'2014 Q1'2014 Q2'2013 Revenue $1.44B $1.40B $1.16B Operating Income $67M $66M -$20M Net Income $17M $12M -$65M Earnings per Share $0.02 $0.02 -$0.09Cash, cash equivalents and marketable securities were $948 million at the end of the quarter. AMD has a target for cash on hand of $600 million minimum with $1 billion as an optimum target, and is within that window. Total debt went up from $2.14 billion to $2.21 billion.
Once again, the Computing Solutions segment of AMD performed poorly, with a revenue decrease of 1% from Q1, and 20% from Q2 2013. AMD attributes this to a decrease in microprocessor unit shipments. However higher margins and an increase average selling price (ASP) meant that the increased the operating income to $9 million for the quarter, up from the $3 million loss last quarter, and also up from the $2 million in income at the same time last year.
AMD Q2 2014 Computing Solutions Division Financial Results Q2'2014 Q1'2014 Q2'2013 Revenue $669M $663M $841M Operating Income $9M -$3M $2M
Graphics and Visual Solutions continued its strong performance from last quarter with an increase in revenue of 5% from last quarter, and 141% year-over-year. AMD once again attributes this gain to semi-custom SoC shipments which likely mean Game Console sales. GPU revenue was down both sequentially and year-over-year but slightly offset by an increase in professional graphics and desktop OEM GPUs. Overall operating income for the segment was $82 million, down from $91 million last quarter and up from a breakeven point in Q2 2013. GPU ASP decreased compared to both last quarter and Q2 of last year.
AMD Q2 2014 Graphics and Visual Solutions Division Financial Results Q2'2014 Q1'2014 Q2'2013 Revenue $772M $734M $320M Operating Income $82M $91M $0MAMD has reorganized its reporting structure for upcoming financial results. As of Q3 2014, the segments will be Computing and Graphics which include desktop and notebook processors, chipsets, and GPUs, and Enterprise, Embedded, and Semi-Custom segment which will be servers, embedded systems, and game consoles.
AMD is expecting a 2% revenue increase plus or minus 3% for the 3rd quarter this year.
AMD still has some work to do in order to get to profitability, but so far 2014 has been a lot easier on them than the last couple of years.
Microsoft Announces Significant Cuts to Workforce
Recently appointed CEO Satya Nadella announced the largest layoffs in Microsoft’s 39 year history today, with a staggering 18,000 jobs on the chopping block. The goal, according to Nadella is to “simplify the way we work to drive greater accountability, become more agile and move faster” signifying Nadella's goal to bring some focus to Microsoft's portfolio of services while also seemingly looking to play down the job losses.
The last large round of layoffs at Microsoft came in 2009, after the stock market crash. That round of layoffs was the previous largest ever at 5,800 positions, and today’s announcement dwarfs that number substantially. But not all departments will share this burden evenly, with the recently acquired Nokia employees getting the brunt of the cuts. In April, Microsoft closed the acquisition of the Nokia mobile phone business, and in the process added 25,000 employees to its payroll. Nadella announced today that 50% of those employees will be let go. Some will be factory workers from some of the in-house manufacturing Nokia owned, and the remainder will be from the handset business itself.
The remaining 5,500 employees to be laid off will therefore come from within Microsoft itself, as it attempts to concentrate on some of its more successful offerings. Excluding the Nokia losses, which are often expected after a merger of this sort, the total number of Microsoft employees being affected is not significantly different than the 2009 cuts.
Former Nokia CEO, now Microsoft Executive VP of Devices and Services, Stephen Elop laid out some of the upcoming changes in his own letter to his employees. Elop promises a focus on Windows Phone, with a near term goal of driving up Windows Phone volume by focusing on the affordable smartphone segments. With that announcement comes the death of the strange Nokia X series of AOSP phones, which debuted at MWC 2014 and were updated with a new model only a couple of weeks ago. While I would make the argument that there was little need for the X series at all, it is doubly frustrating to anyone who bought into the platform to find it killed off so quickly. The X series would be easy prey for cuts like these, because it didn’t really offer anything new to Android or to Microsoft. While it promised to be low cost, retail pricing for the X line was often more than the low cost Lumia phones. The X series had no place in a Microsoft owned Nokia, and should have been killed a while ago.
Elop also announced that they would continue to work on the high end phone range as well. Historically Windows Phone has suffered selling flagship models for many reasons, but it appears that they are not ready to give up the fight in this market yet. He also specifically called out Surface, Perceptive Pixel, and Xbox as new areas of innovation, which likely means those brands are safe for the time being.
The remainder of the Nokia feature phone lines appear to be immediately canceled. This is a segment that has been rapidly shrinking in recent years, with the consumer push towards smartphones, so this is likely a good strategic move by Microsoft. The work done on Windows Phone to allow it to work well on low cost hardware is also likely another big reason for this.
Another major announcement was the closure of the Xbox Entertainment Studios which had a goal of providing original content for Xbox Live members. Several projects such as “Signal to Noise” and “Halo: Nightfall” that were mid production will be completed, but after that content is delivered the studio will be closed.
The full ramifications of these job cuts won’t be known for some time, but it seems fair to say that Nadella wants to put his own stamp on the company. Removing the Nokia X line, the Asha and S40 lines, and an entertainment studio seem like reasonable things to cut if you want to focus your company. Nadella speaks about flattening the organization out, which should help them be quicker to execute on ideas. These kinds of steps, though painful for the employees, can be better for the company in the long run. For quite some time, the perception is that Microsoft is not agile enough to respond to new markets, and it appears that Satya Nadella is trying to focus his company on its strength and that should have a net positive for the company. Microsoft’s next earnings call comes on July 22nd, at which point we may get more details about upcoming plans.