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Samsung Exynos 5 Octa with Heterogeneous Multi-Processing and GPU Compute is the hidden gem in the Galaxy Note 3 and GALAXY Note 10.1, 2014 Edition, launched at ‘Samsung UNPACKED 2013 Episode 2’ event
but used for 3G / WiFi versions only … while for LTE versions Qualcomm Snapdragon quad-core SoCs at 2.3 GHz are used (probably the same one used in Xiaomi Mi3).
See also the The new Air Command S Pen User Experience making the Samsung Galaxy Note 3 phablet, and Galaxy Note 10.1, 2014 Edition tablet next-generation devices [‘Experiencing the Cloud’, Sept 12, 2013] post for another aspect of the advancement of the state-of-the-art, as well as the innovations in the Companion Device Computing as envisaged and implemented by Pranav Mistry and his TTT team from Samsung: the case of Galaxy Gear + Galaxy Note 3 [‘Experiencing the Cloud’, Sept 12, 2013] post.
Related posts:
– SoC (System-on-Chip) [core information page on ‘Experiencing the Cloud’, Aug 28, 2013] for understanding the internal structure of a multi-core SoC with Heterogeneous Multi-Processing and GPU Compute as one of the most complex SoCs of 2013
– Eight-core MT6592 for superphones and big.LITTLE MT8135 for tablets implemented in 28nm HKMG are coming from MediaTek to further disrupt the operations of Qualcomm and Samsung [‘Experiencing the Cloud’, July 20-29, 2013] for understanding a similar SoC from the competition, as well with “What is new vs. my earlier The state of big.LITTLE processing [‘Experiencing the Cloud’, April 7, 2013] report” section in the end of it
– 20 years of Samsung “New Management” as manifested by the latest, June 20th GALAXY & ATIV innovations [‘Experiencing the Cloud’, July 2, 2013] for understanding the whole Samsung phenomenon as well as for having a look at the quite similar ‘Samsung PREMIERE 2013’ event
What are the new Samsung Exynos 5 Octa (Exynos 5420) technological benefits over the competition?
Warren East, then CEO, ARM (before his July 2013 retirement) as quoted in my earlier post on Exynos 5 Octa [Exynos 5410], flexible display enhanced with Microsoft vision et al. from Samsung Components: the only valid future selling at CES 2013 [‘Experiencing the Cloud’, Jan 10, 2013]:
It is providing roughly twice the performance of today’s leading edge smartphones at half the power consumption when running common workloads.
Taehoon Kim, VP of marketing, System LSI Business, Device Solutions Division, Samsung Electronics in:
- Samsung Announces the Availability of Exynos 5 Octa [Exynos 5410] for New Generation of Mobile Devices [press release, March 15, 2013]:
High processing performance based on multi-cores has become an essential factor for advanced mobile devices, and what users expect more is how long and seamlessly they can enjoy smart mobile computing experiences.
- Adoption of ARM big.Little Technology Accelerates [ARM press release, Feb 26, 2013]
In an era when smartphones and tablets are evolving into the user’s primary compute device, Samsung’s Exynos 5 Octa [Exynos 5410], as the industry-first big.LITTLE enabled application processor, will drive innovation to bring outstanding user experience by handling diverse mobile workloads while also being optimized for power consumption
Simon Segars, then president, ARM (CEO from July 2013) in the same ARM press release:
big.LITTLE processor technology builds on ARM low-power leadership and sets a new standard for high performance and energy-efficient processing. By reducing processor energy consumption by up to 70 percent on common workloads, big.LITTLE technology enables users to do more with their smartphones for longer. As smartphones and tablets continue to evolve into users’ primary compute device, our partners are increasingly looking to ARM for innovations to help them deliver performance as well as the always-on, always-connected service their customers expect.
Noel Hurley, vice president, Strategy and Marketing, Processor Division, ARM in Samsung Primes [the new] Exynos 5 Octa [Exynos 5420] for ARM big.LITTLE Technology with Heterogeneous Multi-Processing Capability [press release, Sept 10, 2013]
We welcome Samsung’s continued commitment to deploying the leading-edge technology on their latest chips featuring the ARM Cortex™-A series of processors, ARM Mali™ GPUs and ARM Artisan™ physical IP.
Jem Davies, VP of Technology for ARM’s Media Processor Division (see in the details section later on):
Samsung is setting the way in terms of trend-setting devices, the new form factors like the phablets and the tablets that they’ve been producing. The Mali partners here want to see Mali being used in these really trend-setting devices, the things that are approaching new markets, and knowing that they can buy with confidence that there’s a whole variety of market segments now being addressed by our partners.
ARM Holdings work: big.LITTLE Optimization case #1
When the ARM Cortex-A7 cores are enough for an application: ARM® big.LITTLE™ Processing with Angry Birds game [ARMflix YouTube channel, Sept 11, 2013]
ARM Holdings work: big.LITTLE Optimization case #2
When both types of the cores are needed for an application, depending on the situation: ARM® big.LITTLE™ Processing with QuickOffice [ARMflix YouTube channel, Sept 11, 2013]
Samsung Exynos Evolved messages:
- The new Exynos 5 Octa’s Mobile Image Compression lowers total system power used for photo transfer
- The ARM Mali™-T628 GPU in the new Exynos 5 Octa (5420) enhances graphics performance
- The new Exynos 5 Octa (5420) has twice the 3D graphics processing capabilities of its predecessor
- GPU Compute (GPGPU) in the new Exynos 5 Octa accelerates intensive operations, traditionally processed by the CPU
- Exynos 5420 runs on 1.8GHz Cortex™-A15 & 1.3GHz A7 cores in big.LITTLE tech for 20% improved CPU processing over Exynos 5410
- The Exynos 5 Octa (5420) has a memory bandwidth of 14.9 GB/sec for extremely fast data processing
- The Exynos 5 Octa series with ARM big.LITTLE™ tech now supports Heterogeneous Multi-Processing!
- Support for OpenGL® ES 3.0 & Full-Profile OpenCL 1.1 help the new Exynos 5 Octa (5420) run complex gaming graphics
- With the industry’s widest memory bandwidth, the new Exynos 5 Octa supports a Full-HD 30fps WiFi display
GPU Compute Offload Balances Performance, Power, and Cost [ARMflix YouTube channel, July 15, 2013]
Epic Citadel Benchmark on New Exynos 5 Octa (5420) Reference Platform [SamsungExynos YouTube channel, Aug 27, 2013]
Samsung Exynos blog (see in the details section later on):
- In combination with big.LITTLE architecture, GPU Computing significantly increases power efficiency for noticeably better battery life.
- By combining GPU Compute technology with ARM® big.LITTLE™ processing architecture, the new Exynos 5 Octa benefits from two layers of energy efficiency.
ARM Holdings work: big.LITTLE Optimization case #3
When in addition to the both types of the cores the GPU Compute is also needed for an for an application: ARM® big.LITTLE™ Processing with ARM® Mali GPUs Demonstrating GPU Compute [ARMflix YouTube channel, Sept 11, 2013]
The New Samsung GALAXY Note 10.1 Delivers Unparalleled Tablet Viewing, Productivity and Mobility [press release, Sept 4, 2013]
Samsung Electronics Co., Ltd., a global leader in digital media and convergence technologies, today unveiled the GALAXY Note 10.1, 2014 Edition, an original approach to balancing productivity, powerful content creation and consumption in one portable tablet device. Equipped with WQXGA Super clear LCD (2560×1600) resolution in a stunning 10-inch display, 1.9 GHz [Samsung Exynos] Octa Core processor (for 3G / WiFi only version) and 3GB RAM, the GALAXY Note 10.1 (2014 Edition) demonstrates Samsung’s innovation leadership by delivering ultimate productivity capabilities while remaining extremely thin and light.
“The new GALAXY Note 10.1 is the most progressive 10-inch tablet, delivering the best viewing and multitasking experiences. It is the most recent demonstration of Samsung Mobile’s focus on constant product innovation to stay aligned with shifting consumer interests,” said JK Shin, CEO and President of IT & Mobile Division at Samsung Electronics. “The GALAXY Note 10.1 (2014 Edition) unites a range of features that will consistently surprise consumers as they realize how much easier and more enjoyable it makes their everyday lives.”
The new GALAXY Note 10.1 expands on the advanced productivity and creativity leadership delivered by the original Samsung GALAXY Note 10.1. In addition to enabling productivity, the device has been redesigned with a sleek, light, slim frame that is both fashionable and portable.
…
The GALAXY Note 10.1 (2014 Edition) will come in three connectivity options: WiFi Only, WiFi and 3G, WiFi and LTE, available in 16/32/64GB + Micro SD. Comes with two color options, Jet Black and Classic White, the GALAXY Note 10.1 (2014 Edition) will be offered globally and will be available starting from Q3, 2013.
GALAXY Note 10.1 (2014 Edition) will be on display at the Samsung booth # 20 at IFA 2013, September 6 through September 11, 2013. Full details and product images are available at www.samsungmobilepress.com or m.samsungmobilepress.com
[GALAXY Note 10.1 (2014 Edition): Related articles – Gallery – Videos – Features – Tech Specs]
Samsung UNPACKED 2013 Episode 2 livestream (full length) [SAMSUNGmobile YouTube channel, Sept 7, 2013], the event starts at [8:20]
[0:19:55]: GALAXY Note 3 and GALAXY Gear will be launched starting from September 25th in more than 140 countries. And all of these products will be promotionally available in October worldwide.
See also: Exclusive: List of countries receiving Galaxy Note III’s Exynos 5420 or Snapdragon 800 variant, SM-N9005 specs confirmation [SamMobile, Aug 15, 2013]
The other product launched at IFA 2013 with 1.9 GHz Samsung Exynos Octa Core processor (for 3G only version): GALAXY Note 3
Introducing Samsung GALAXY Note 3 [SAMSUNGmobile YouTube channel, Sept 4, 2013]
Hardware & Design
The GALAXY Note 3 comes with a wider (5.7″) Full HD Super AMOLED display, yet slimmer (8.3mm) and lighter (168g) hardware design, and is powered by a 2.3 GHz Quad-Core [Qualcomm Snapdragon] processor [for LTE version, and Samsung Exynos 5 Octa for 3G only version], 3GB of RAM, 32/64 GB or user memory, 3,200 mAh battery and runs on Google’s Android 4.3 Jelly Bean OS. Also, equipped with a 13MP rear camera with Smart Stabilization and high CRI LED flash, you can take crisp photos, even in low light and active situations. Plus, it can record and play in full HD (1080p), and record in UHD (*may differ by market).
The GALAXY Note 3 also features a textured back cover and delicate stitching that delivers a premium look and feel.
Everyday Made Easier with S Pen
Air Command, a palette of features and commands which you can activate on any screen simply by hovering and clicking the S Pen button, lets you access useful features for everyday tasks such as Action Memo, Scrapbook, and S Finder.
Smarter Large Screen Experience
With a larger Super AMOLED screen, the GALAXY Note 3 not only provides a stunning and defined viewing experience but also enables multitasking capabilities that allow users to fully utilize the larger screen. The enhanced new Multi Window allows you to easily move content between applications in one quick step with the Drag and Drop mode.
Details
ARM big.LITTLE Hangout with the Experts [ARMflix YouTube channel, Aug 14, 2013]
A technical discussion about ARM big.LITTLE processing technology from some of ARM’s experts.
Panelists:
Robin Randhawa, Principal Software Engineer, ARM
Charles Garcia-Tobin, Advanced Product Design Group, ARM
Brian Jeff, Senior Product Manager, ARM
Ian Smythe, Director of Marketing, ARM (Moderator)Discussion questions with timecodes:
- What is big.LITTLE? 1:25
- How can the system switch between cores? 5:51
- How does big.LITTLE save energy, compared to running one set of cores? 8:40
- Why even use the big.LITTLE configuration? 13:03
- How does the Software work? 14:58 (Software models 22:15)
- How does this effect applications programmers? 25:46
- What are the performance benefits of big.LITTLE? 28:47
- Where can silicon partners get code for this? 34:48 (Software links 36:45)
- Does this run on Android? 37:25
Samsung Primes Exynos 5 Octa for ARM big.LITTLE Technology with Heterogeneous Multi-Processing Capability [press release, Sept 10, 2013]
Samsung Electronics announced its Heterogeneous Multi-Processing (HMP) solution for the Exynos 5 Octa to fully maximize the benefits of the ARM® big.LITTLE™ technology. The HMP capability gives system-level designers the ability to develop solutions that deliver the right combination of high-performance and low-power to carry out tasks such as 3D gaming, complex augmented reality and advanced web browsing.
Samsung Exynos OCTA-pella: Performance + Efficiency in Perfect Harmony [SamsungExynos YouTube channel, Sept 9, 2013]
Samsung’s Exynos 5 Octa series of mobile processors with ARM© big.LITTLE™ technology now supports heterogeneous multi-processing (HMP)! This advanced technology allows the Exynos 5 Octa processors to provide exceptional performance and increased power efficiency. In the OCTA-pella video, you’ll see how the Exynos 5 Octa uses ARM big.LITTLE processing to balance workloads across CPU cores, using the right core for the right task. Find out what else Exynos has in store on our Facebook page:https://www.facebook.com/SamsungExynos and on Twitter:https://twitter.com/SamsungExynos If you want to learn more about the Exynos 5 Octa series of processors, visit our website:http://www.samsung.com/global/busines… Discover the advantages of ARM© big.LITTLE™ processing:http://www.thinkbiglittle.com/“It’s usually assumed that the big CPU will do all the performance-critical work, however, power-efficient little cores can handle many significant workloads all on their own, so the workload is balanced within the system,” said Taehoon Kim, vice president of System LSI marketing, Samsung Electronics.
“We welcome Samsung’s continued commitment to deploying the leading-edge technology on their latest chips featuring the ARM Cortex™-A series of processors, ARM Mali™ GPUs and ARM Artisan™ physical IP.” said Noel Hurley, vice president, Strategy and Marketing, Processor Division, ARM.
HMP is the most powerful use model for ARM big.LITTLE technology, as it enables the use of all physical cores at the same time. Software threads with high priority or high computational intensity can be allocated to the ‘big’ Cortex-A15 cores while threads with less priority or are less computationally intensive, can be performed by the ‘LITTLE’ Cortex-A7 cores, enabling a highly responsive, low-energy system to be built.
Software implementation is essential to maximizing the benefits of big.LITTLE technology. Multi-processing software controls the scheduling of threads of execution to the appropriate core. In earlier versions of the big.LITTLE software, the whole processor context is moved up to the ‘big’ core or down to the ‘LITTLE’ core based on the measured work load. In-depth study and analysis of diverse use case scenarios enable Samsung to achieve efficiency and high-performance, while managing power levels to deliver optimal user environments.
The HMP solution for Samsung’s Exynos 5 Octa application processors will be available to customers in 4Q of 2013.
Exynos 5 Octa: Heterogeneous Multi-Processing Capability [Samsung Exynos blog, Sept 10, 2013]
If you’ve been paying attention, you know that the Exynos 5 Octa packs a serious punch when it comes to processing power and energy efficiency. Now, the team at Samsung has made the Exynos 5 Octa even better with the introduction of a new Heterogeneous Multi-Processing (HMP) solution.
Overview of big.LITTLE Technology
Before we jump into the benefits of HMP, let’s take a step back and go over the basics ofARM® big.LITTLE technology. In the Exynos 5 Octa, eight CPU cores are responsible for everything from browsing the web to playing your favorite game on your 5 Octa-powered mobile device. Four “big” 1.8GHz ARM®Cortex™-A15 cores handle intensive tasks like graphically rich gaming or HD video playback. Less intensive tasks like e-mail or text functions are tackled by four “LITTLE” 1.3GHz Cortex™-A7 cores. By dividing and conquering tasks and assigning them to the proper CPU cores, big.LITTLE technology maximizes performance while minimizing power loss.
HMP Makes big.LITTLE Technology Even Better
Now this is where HMP comes into play. Like a sports team, big.LITTLE technology relies on a software “coach” to call the plays and assign tasks to each core. In a basic implementation of big.LITTLE technology, this “coach” would alternate between using “big” and “LITTLE” CPU cores based on the computational intensity of any given task, and one core or cluster of cores would remain inactive while its counterpart was engaged.
With HMP, all eight of the CPU cores in the Exynos 5 Octa can be utilized at the same time. This provides users with an unlimited mobile experience in the current mobile environment and also paves the way for more advanced and complex functionality in the future. HMP is extremely versatile. Using a global load balancing scheduler, HMP can assign a single core to handle a task with low computational intensity in order to maximize power efficiency. On the flipside, HMP can also simultaneously utilize each of the eight individual cores in the 5 Octa to run multiple tasks in real time. The global load balancing scheduler pays attention to user workloads and will pull in the necessary available resources for the system to run flexibly and efficiently. By analyzing and assigning tasks,this highly complex software system maximizes efficiency by balancing CPU workload.
The result is the most advanced use of big.LITTLE technology to date and a huge leap forward for multi-processing capability in mobile devices. By allowing for the simultaneous operation of both “big” and “LITTLE” cores in the Exynos 5 Octa, Samsung offers an optimized HMP solution to the balancing act of maximizing mobile device capability while minimizing power loss.
Samsung has always been a leader in big.LITTLE technology, and this new Octa-core HMP solution is an industry first. HMP sets the stage for the future as mobile devices are increasingly called upon to handle complex and graphically rich tasks. Through this innovative solution, the benefits of big.LITTLE technology are maximized to their full potential. Get ready, because the future of mobile processing is evolving, and the Exynos 5 Octa with HMP is leading the way.
Samsung Brings Enhanced Mobile Graphics Performance Capabilities to New Exynos 5 Octa Processor [press release, July 23, 2013]
Samsung Electronics Co., Ltd., a world leader in advanced semiconductor solutions, today introduced the latest addition to the Exynos product family with top level of graphic performance driven by a six-core ARM® Mali™-T628 GPU processor for the first time in the industry. With mobile use case scenarios becoming increasingly complex, Samsung’s newest eight-core ARM Cortex™ application processor gives designers a powerful, energy efficient tool to build multifaceted user interface capabilities directly into the system architecture. Samsung will demonstrate the new Exynos 5 family at SIGGRAPH 2013 in the ARM booth, #357; Exhibit Hall C at the Anaheim Convention Center.
Samsung’s new Exynos 5 Octa (product code: Exynos 5420), based on ARM Mali™-T628 MP6 cores, boosts 3D graphic processing capabilities that are over two times greater than the Exynos 5 Octa predecessor. The newest member of the Exynos family is able to perform General-Purpose computing on Graphics Processing Units (GPGPU) accelerating complex and computationally intensive algorithms or operations, traditionally processed by the CPU. This product also supports OpenGL® ES 3.0 and Full Profile Open CL 1.1, which enables the horsepower needed in multi-layer rendering of high-end, complex gaming scenarios, post-processing and sharing of photos and video, as well as general high-function multi-tasking operations.
“ARM welcomes the latest addition to the successful Exynos Octa 5 series, which uses ARM’s Mali GPU solution to dramatically improve graphics performance,” said Pete Hutton, executive vice president & general manager, Media Processing Division, ARM. “ARM big.LITTLE™ and ARM Artisan® Physical IP technologies continue to be at the heart of the Octa series and now complement the new functionality brought by ARM GPU Compute. This combination enables unprecedented capabilities in areas such as facial detection and gesture control, and brings desktop-quality editing of images and video to mobile devices.”
“Demand for richer graphic experiences is growing rapidly nowadays,” said Taehoon Kim, vice president of System LSI marketing, Samsung Electronics. “In order to meet that demand from both OEMs and end users, we developed this processor which enables superb graphical performance without compromising power consumption.”
The newest Exynos processor is powered by four ARM Cortex®-A15™ processors at 1.8GHz with four additional Cortex-A7™cores at 1.3 GHz in a big.LITTLE processing implementation. This improves the CPU processing capability by 20 percent over the predecessor by optimizing the power-saving design.
In addition, the mobile image compression (MIC) IP block inside this System-on-Chip successfully lowers the total system power when bringing pictures or multimedia from memory to display panel. This feature results in maximizing the usage hours of mobile devices with a high-resolution display such as WQXGA (2500×1600), in particular when browsing the web or doing multimedia application requiring the frequent screen refresh.
The new Exynos 5 Octa processor also features a memory bandwidth of 14.9 gigabytes per second paired with a dual-channel LPDDR3 at 933MHz, enabling an industry-leading fast data processing and support for full HD Wifi display. This new processor also incorporates a variety of full HD 60 frames per second video hardware codec engines for 1080p video recording and playback.
The new family of Exynos 5 Octa is currently sampling to customers and is scheduled for mass-production in August.
- For Further information :
- Samsung Exynos brand site : www.samsung.com/exynos
- Samsung Exynos twitter : www.twitter.com/samsungexynos
- Samsung Exynos facebook : www.facebook.com/samsungexynos
- Samsung Exynos Youtube : www.youtube.com/samsungexynos
Transforming your mobile and TV experience with GPU Compute [Trina Watt on Multimedia blog of ARM, July 22, 2013]
As a mother of three young children I am very aware of their approach to technology, and how unaccepting they are of the established ways of interacting with devices that anyone over the age of 18 is used to. The first time I gave my 5 year old daughter a mouse she looked at me as if I was mad – why use this when you can touch the screen? Gesture, touch and voice are much more natural not only to elementary kids but to us all.
ARM has been working with our partners for several years on how GPUs can improve user experience, initially through bringing improved graphics to a wider range of devices, but more recently, improving interaction with your devices through GPU Compute support in the Mali-T600 series of GPUs. ARM have just created a video that gives more background on the potential use cases for GPU Compute and how we can expect them to change the way we interact with even more of our electronic devices.
ARM brings GPU Compute to mobile devices [ARMflix YouTube channel, July 22, 2013]
GPU Compute is becoming reality. Its advanced computational abilities and energy efficiencies are inspiring innovation in the mobile industry, innovation which will drive novel, exciting and intuitive user experiences for consumers. In this video ARM explains the key features of GPU Compute and sets out a vision of what GPU Compute will enable for consumers. Discover GPU Compute with the ARM® Mali™-T600 series http://www.arm.com/products/multimedia/mali-graphics-plus-gpu-compute/index.phpGesture control is becoming increasingly popular in premium devices. What GPU Compute does is bring those features to a wider range of devices – you can expect to see it being built into more DTVs, tablets, and smartphones. GPU Compute enables smaller gestures to be supported even in low lighting, so searching for the remote down the back of the sofa will become a thing of the past! I am interested to see how we solve the “who is in control” issue once there is no longer a remote control to fight over…
Facial detection can also benefit from GPU Compute. Facial detection brings features like “smile detection” when taking photos, or having a camera only take the picture when everyone is looking in the same direction and has their eyes open. These types of services can link to and enhance other features, such as your tablet or DTV being aware of who is looking at a screen so it can make sure the content is suitable to the audience, or powering down when no one is watching.
More of our daily lives are being captured through smartphones and tablets. I have numerous nearly unusable videos that have been shot in motion – having video stabilization built into my mobile devices will help me capture more of the dynamic moments in my kids’ early years, and being able to edit those videos on my tablet (to crop out the inevitable shot of my feet before posting on Facebook for the grandparents to see!) is just another one of the benefits to come.
So next time I fall asleep in front of the television watching the latest episode of Game of Thrones, GPU Compute will help me, a tired parent, know how far I got through the last episode – then pick up where I left off! Got to love technology.
Trina Watt, Director of Channel Marketing, Media Processing Division, ARM.
I like to think of myself as a “geek in marketers clothing”. Gadgets and technology have been a passion for me as long I can remember – from dismantling my first radio when I was about 8 to now running around regularly with 3 phones, a tablet and laptop to feed my tech thirst. I started in the tech industry nearly 20 years ago in Motorola and I have never ventured far from it. I am currently focused on promoting the visually exciting Mali graphics processors. I get to work with a wide range of partners who are creating the innovative devices of the future. For a geek it doesn’t get much better than that!
Spotlight on the New Exynos 5 Octa [Samsung Exynos blog, Aug 8, 2013]
Meet the new and improved Exynos 5 Octa processor, designed to bring enhanced graphics performance and energy efficiency to the next generation of high-end smartphones and tablets. Advanced ARM® GPU Compute technology and a suite of power-saving features allow our latest processor to run complex applications while conserving battery life – because a mobile device isn’t really mobile if you have to worry about charging it all of the time. We’ll fill you in on the most important specs for this new SoC and give you an idea of what to expect from future devices that run on it.
Enhanced Graphics with New ARM® Mali™-T628 GPU
The new Exynos 5 Octa (5420) packs an ARM® Mali™-T628 GPU, which is powerful enough to support 3D graphics processing that’s more than twice as fast as the Exynos 5410, for smoother rendering and diminished lag times. The Mali-T628 is also capable of GPU Compute functionality, meaning it can perform general-purpose computing and intensive tasks to help alleviate the CPU’s workload and speed up processing times. In combination with big.LITTLE architecture, GPU Computing significantly increases power efficiency for noticeably better battery life. OpenGL® ES 3.0 and Full profile OpenCL™ 1.1 support provide the additional power that’s needed to render high-quality, complex gaming scenarios and handle comprehensive photo and video editing.
Making Advanced Applications Possible
GPU Compute technology was once limited to PCs and other desktop devices, but ARM Mali GPUs are bringing this functionality to mobile. There are a lot of advantages associated with GPU Computing that will open up opportunities for innovative applications on mobile devices that use the new Exynos 5 Octa (5420).
- Video and image stabilization and editing – Get creative! Edit photos right after you take them or apply filters to live video directly on your smartphone.
- Facial detection – Refined facial recognition allows for enhanced security features and content restrictions for children.
- “Open eye” detection – You won’t have to retake nearly as many photos if your smartphone’s camera only captures an image when everyone is looking at the camera.
Increased Power Efficiency for Extended Use
The new Exynos 5 Octa (5420) features four 1.8GHz ARM® Cortex™-A15 cores and four 1.3GHz Cortex™-A7 cores in an optimized big.LITTLE™ configuration. This power-saving design provides 20% increased CPU performance over the previous version of the processor, but with 70 percent greater energy efficiency than Cortex-A15 cores alone. The system switches amongst eight cores of Cortex-A15 and Cortex-A7 processors depending on workload, selecting the right core for the right task and saving power in the process.
If you’re an avid mobile gamer who’s into FPS games with complex graphics or fast-paced, high-frame-rate racing games, the “big” Cortex-A15 cores are there to do the heavy lifting. Even if gaming isn’t your thing, you’ll notice faster page loading times and better graphics quality when browsing websites with high-quality media. Big.LITTLE technology is all about balance, so the “LITTLE” Cortex-A7 cores step in to take care of lighter workloads, like pulling up work emails, playing music and texting. The Cortex-A7 series is the most energy-efficient processor that ARM has to offer, helping your device go longer between charges so you can stay connected while you’re busy living life.
All of you Photoshoppers and Instagram addicts will be happy to hear that the Exynos 5 Octa (5420 ) also features Mobile Image Compression (MIC), which lowers the system power required to bring photos from memory to your screen for processing. This means photo-editing doesn’t unduly impact battery life, and you can get the maximum use out of your mobile devices with high-resolution displays.
To learn more about the flexibility that GPU Compute technology brings to the new Exynos 5 Octa, check out this guest blog post by Trina Watt, Director of Channel Marketing for ARM.
More specs and details can also be found on the new Exynos 5 Octa (5420) product page.
New Exynos 5 Octa with GPU Compute Enables Cool New Applications [Samsung Exynos blog, Aug 1, 2013]
Recently Samsung announced their latest addition to the Exynos 5 Octa family. With the ARM® Mali™-T628 as its GPU, this is the first silicon to reach the market which contains a second generation processor from the ARM Mali-T600 series. Improved GPU support is the key differentiating focus of this version of the Exynos Octa. In the past GPU support was solely about graphics performance; however, with the inclusion of the ARM Mali-T628 in Exynos 5 Octa, Samsung have brought market-leading GPU Compute support to mobile devices.
The ARM Mali-T628 comes with support for a wide range of APIs including OpenGL® ES 3.0 and 2.0, OpenCL™ andRenderscript™. This breadth of API support opens up a wider range of use cases for consumers. ARM has been spearheading activities for OpenGL ES 3.0 since its launch and this momentum continued with the ARM Mali-T600 series becoming one of the first to gain conformance. ARM’s continuous market driving is now expanding to the GPU Compute area. Previously, GPU Compute has only been in PC- or desktop-style devices. Now, ARM Mali GPUs are enabling GPU Compute within the mobile power boundary. Samsung started shipping the ARM Mali-T604 GPU back in back in October 2012 and since that point the ecosystem around GPU Compute has been growing with more and more partners seeing the advantages that GPU Compute can bring.
These advantages include video and image stabilization and editing (meaning users don’t have to wait to get home until they edit and upload), facial detection (enabling enhanced security, access to suitable content and smile detection) and “eyes open” detection (so that the photo is taken only when everyone is looking at the camera or smiling.)
GPU Compute also enables the application of filters to images and live video, opening up new forms of creativity. To see more of what GPU Compute can provide across smartphones, tablets and DTVs, watch this video.
ARM brings GPU Compute to mobile devices [ARMflix YouTube channel, July 22, 2013]
Since this is the second generation of the ARM Mali-T600 series, additional architectural refinements have been made which mean that the ARM Mali-T628, when at the same performance point as an ARM Mali-T604, provides a 50% energy-efficiency improvement, alternatively, when consuming the same level of power, offers substantial increased performance. GPU Compute is about making current use cases more efficient. The combination of GPU Compute and ARM’s big.LITTLE™ technology in one SoC opens up new opportunities for task management. Certain tasks can be handled more quickly and using less energy on a GPU then on a CPU – math-intensive activities in particular often run better on the parallelized GPU architecture. This means you get twice the energy efficiency benefit when you combine GPU Compute and big.LITTLE, as Samsung have done in the Exynos 5 Octa. The GPU takes suitable tasks off the CPU, allowing the CPU to work more often in LITTLE mode and ultimately increases energy efficiency on the GPU and energy savings on the CPU. It also frees up the CPU to run other, more latency-sensitive tasks.
At the end of the day, GPU Compute provides more flexibility in what consumers are able to do with their devices – meaning more end devices will be available which are both energy efficient and enablers of cool new applications, so consumers will no longer have to sacrifice one feature for the other.
Trina Watt, Director of Channel Marketing, Media Processing Division, ARM.
I like to think of myself as a “geek in marketers clothing”. Gadgets and technology have been a passion for me as long I can remember – from dismantling my first radio when I was about 8 to now running around regularly with 3 phones, a tablet and laptop to feed my tech thirst. I started in the tech industry nearly 20 years ago in Motorola and I have never ventured far from it. I am currently focused on promoting the visually exciting Mali graphics processors. I get to work with a wide range of partners who are creating the innovative devices of the future. For a geek it doesn’t get much better than that!
GPU Compute Technology: Benefits in the New Exynos 5 Octa [Samsung Exynos blog, Aug 19, 2013]
Mobile processors have advanced rapidly over the past several years due to the development of new technologies and manufacturing processes that allow for significantly increased performance and power efficiency. A more recent development from ARM®, GPU Compute technology harnesses the power of a component that was traditionally reserved for graphical processing and uses it to improve system-level performance and workload distribution. We’ll review the advantages and applications of this technology in the new Exynos 5 Octa (5420) to give you a better understanding of its importance.
What is GPU Compute Technology?
Over time, the market has come to expect higher and higher resolution displays, which has been a key driver in GPU advancements. Both resolution and power increasingly dominate processing requirements for the next generation of smartphones and tablets. As we demand more and more of our mobile devices, we have to find ways to meet these evolving needs without sacrificing power efficiency. Enter ARM’s general-purpose computing on graphics processing units (GPGPU), also known as GPU Compute technology.GPU computing is best defined by the ARM experts who developed it:
“…The computational performance of the GPU, historically used for graphics, is harnessed to augment the main processor (CPU) for certain applications where the GPU architecture will be more effective. The result is improved performance and energy-efficiency and a more efficient use of the system as a whole, making computational photography, computer vision, advanced imaging, point-of-interest extraction and augmented reality possible because of the extended processing capacity.”
Long story short, GPU Compute allows a system to match workloads to specific compute devices for optimal performance and power savings. ARM GPUs with GPU Compute are more efficient and better suited than the CPU when it comes to executing certain tasks such as math-intensive operations. By taking on these tasks, the GPU alleviates some of the CPU’s workload and lowers overall power consumption.
Advantages of GPU Compute
GPU Compute technology comes with a host of benefits, from increased performance and energy savings to ramped-up application support. Our most recent processor, the new Exynos 5 Octa (5420), packs an ARM® Mali™-T628 with GPU Compute that significantly enhances graphics performance. Compared to the Mali-T604 GPU in the Exynos 5 Dual, the Mali-T628 can reach the same performance levels while providing a 50% improvement in energy efficiency. The newer generation of the Mali-T600 series also shows increased performance levels when consuming the same amount of power. By combining GPU Compute technology with ARM® big.LITTLE™ processing architecture, the new Exynos 5 Octa benefits from two layers of energy efficiency.
Trina Watt, Director of Channel Marketing at ARM, recently wrote a guest blog post on the advantages associated with GPU Compute functionality. Depending on the mobile device, GPU Compute enables video and image stabilization and editing, advanced facial detection, “eyes open” detection for photo-taking and filter application to images and live video. All of these capabilities open up a wide range of possibilities for advanced apps and features that aren’t currently supported on many phones and tablets. Better still, overall optimization of system workload means you can run those cutting-edge apps without unduly draining battery power – a win-win outcome for any mobile system.
GPU Compute in Action
GPU Compute has already made its way into mobile devices through Exynos 5 Dual -equipped products like the Google Nexus 10. You’ll see the benefits of this technology in action once you experience this tablet’s super high-resolution display. With a 2560×1600 (WQXGA) screen resolution, text is sharper and colors are more vivid than anything you’ve experienced on mobile.
You’ll also find this functionality on advanced development boards like the Exynos 5 Dual-powered Arndale board, which includes a number of common peripherals. With this full-fledged prototyping platform, developers can get a handle on working with GPU Compute-equipped systems in preparation for the first round of mobile devices to implement the new Exynos 5 Octa (5420).
By pulling together high-end ARM CPUs, ARM Mali graphics with GPU Compute and advanced technologies like ARM big.LITTLE processing, Samsung Exynos has fully realized the ideal GPU Compute system. Stay tuned for news about upcoming devices that will run on the new Exynos 5 Octa (5420)!
Need to know more? Head over to ARM’s blog to find out how GPU Compute technology can transform your mobile and TV experience.
Up close and personal with the latest Mali demos [Trina Watt on Multimedia blog of ARM, Aug 27, 2013]
The buzz at this year’s SIGGRAPH was fantastic and you have already heard from a number of my colleagues including Jem Davies with “Back from SIGGRAPH 2013 – Mali Rocks” and Akshay Agarwal with “From Advanced Graphics to Casual Gaming in the Cali Summer – Mali Everywhere.” But would you like to see more for yourself? Well now you can!
Check out our latest demos on ARMFlix and hear from our partners including Samsung, Unity and GameStick. I particularly recommend the ARM Trollheim demo as a great place to start, with Phill Smith explaining how OpenCL™ can vastly improve procedural terrain generation.
ARM Mali Trollheim demo: in-depth overview [ARMflix YouTube channel, Aug 27, 2013]
Phill Smith, Demo Manager at ARM, compares two methods of texture generation with the Trollheim demo. The first demonstration, on Exynos 5 Octa hardware with an ARM® Mali™-T628 GPU, generates terrain using GPU Shaders; the second, on the Arndale Development Board with an ARM Mali-T604 GPU, uses OpenCL™.An immediate hardware comparison (call it obvious if you will, but we could hardly start with anything else) is first on our list to share with you. Jae-Uck Ahn, Marketing Manager for Samsung and representative for the new Exynos 5 Octa processor, analyzes the performance of our first and second generation ARM® Mali™-T600 series GPUs and clearly points out the advantages which the ARM Mali-T628 has over its predecessor, the ARM Mali-T604; to name but a few these include brighter colours, sharper images, higher frame rates – and that’s not even mentioning the massive increase in performance efficiency.
Samsung Exynos 5 Octa on ARM Mali – Siggraph 2013 [ARMflix YouTube channel, Aug 27, 2013]
Jaeuck Ahn, Marketing Manager, Samsung Electronics, describes the features and benefits of the recently announced Samsung Exynos 5 Octa based on ARM Mali-T628 MP6 GPUs, 4 ARM Cortex-A15 processors and 4 ARM Cortex-A7 processors with ARM big.LITTLE technology. Jaeuck then demos the Exynos 5420 platform versus the Exynos 5 Dual based on the Mali-T604 GPU based Nexus 10 platform showing a 2x improvement in graphics performanceAnd it’s not just regular mobile devices, such as smartphones and tablets, which Mali is involved in. Our vision is to bring stunning visual computing to all mobile and consumer devices and the GameStick provides a fantastic example of Mali powering alternative gadgets. John Vega, Games Relationship Manager for GameStick, explains here how simply converting mobile games, which are now frequently designed for touch screens, to a new format can generate a hugely different, more interactive and responsive user experience – all still centred around great graphics supplied by the Mali-400 GPU.
Improving the mobile gaming experience with GameStick [ARMflix YouTube channel, Aug 27, 2013]
John Vega, Games Relationship Manager at GameStick, demonstrates the touch-based iOS mobile application The Other Brothers running on a big screen with the GameStick.The extent of API support in GPUs is a critical factor on the quality of graphics of the resultant product. As APIs evolve each generation is enabling more and better features. Android™’s recent upgrade to 4.3and its inclusion of support for OpenGL® ES 3.0 will go a long way in enhancing the look and experience of Android games (and as we’re in >50% of Android tablets and >20% of Android smartphones this is a big deal for the Mali ecosystem – especially as our GPUs already had support for all the latest APIs). A direct comparison of the capabilities of two different APIs is an excellent way of showing this and here Unity demonstrates the differences between OpenGL ES 2.0 and 3.0 on a Nexus 10.
Unity discuss the benefits of OpenGL® ES 3.0 [ARMflix YouTube channel, Aug 27, 2013]
Renaldas Zioma of Unity discusses the experience of employing OpenGL ES 3.0 in the latest version of Unity Chase. Includes a visual comparison with the OpenGL ES 2.0 version.One final video to share with you is not of a demo, but is a great wrap up to this blog and to the first half of ARM Mali’s year as a whole. Jem Davies, VP of Mali Technology, gives an overview of where Mali is and where he sees Mali GPUs going in the future. The general conclusion that can be made is that many more first-rate demos showing off new technological advancements can be expected from the Mali team in the very near future.
Interview with ARM’s VP of Mali Technology [ARMflix YouTube channel, Aug 27, 2013]
Jem Davies, VP of Technology for ARM’s Media Processor Division, discusses the growth in ARM® Mali™ GPU popularity and the opportunities for innovation that the ARM Mali-T600 series with GPU Compute is opening up. [1:34 Samsung is setting the way in terms of trend-setting devices 1:38 the new form factors like the phablets and 1:41 the tablets that they’ve been producing and the 1:44 the Mali partners here want to see Mali being used in these really 1:48 trend-setting devices, the things that are 1:52 approaching new markets, and knowing that they can buy with confidence that 1:56 there’s a 1:57 whole variety of market segments now being addressed ny our partners.]
ARM’s predictions for the future electronic media & entertainment industry [Matt Spencer on Multimedia blog of ARM, Sept 5, 2013]
The International Broadcasting Convention (IBC) is rapidly approaching. This is one of the leading conferences in the electronic media and entertainment sectors. It is a great place to find out about the future trends in media for the broadcast and mobile markets.
In this blog post, I am going to make a few predictions on what will be big at IBC, and as a result will be coming to your living room in the near future.
Natural UI
A Natural UI (NUI) is a man-machine interface that should be imperceptible to the user. A simple gesture with your hand, a smile, a conversation – “Hey TV, what’s on now… Have I seen that one before? OK, let’s watch it then.” Creating a more seamless interaction between man and machine is going to be one of the next big driving factors in consumer electronics. However, saying that, nobody has yet managed to create one that is a brand USP – has anyone bought a TV because you can wave at it?
At IBC, we will be seeing a raft of new improvements in the fields of gesture detection, face and speech recognition plus many others. All of these can be used to improve the realisation of NUI, and all of which can benefit from use of OpenCL™ in the ARM® Mali™ T6xx GPUs.Great examples of this can be found with some of our Mali partners such as eyeSight™, SoftKinetic™, CrunchFish and Ittiam®, all of whom are making great use of OpenCL to improve performance in both speed and energy consumption whilst performing what would traditionally be a highly CPU compute intensive task.
But what does this mean in terms of an actual on-screen UI? An implementation of a NUI is going to have to be as subtle as the interaction model that is driving it. This is the part of the NUI story that I believe will be in its infancy on the show floor at IBC.
To implement a UI that feels natural requires a lot of visual processing and this is where an ARM Mali GPU comes in. Imagine the use case where we want to show the results of the query “What’s on TV tonight”. The current trend in the UI space would be to de-focus the full screen video by either shrinking it to allow room for the results to be shown or overlaying the results over the video with a simple alpha effect. This is neither a natural nor unobtrusive way of pulling my focus to the results of the query. To do this unobtrusively required changing my physical focus point to the new information whilst not taking it fully away from the video. A simple way of achieving this would use a full screen Gaussian Blur effect to the video and overlaying the results in sharp focus over the top. This kind of process requires use of a GPU.
So, even though the NUI principles require that the UI is mostly invisible, we can see that the harder we try to achieve this, the harder the GPU is going to have to work.
UltraHD
Having seen UltraHD content for the first time last year at IBC, I have to say that the impact is immediate. There is no need to wear glasses as with current 3D technologies, the pictures seem to come alive with huge levels of detail and vibrant colours. There will be a lot of technology at IBC to help deliver broadcast UltraHD content to consumers from cameras and HEVC encoders through to STBs and TVs.
In terms of hardware accelerating HEVC content, the current generation of hardware does not have native capability to decode this content. So a traditional approach would be to use the CPU to decode the video, which would be a battery and CPU intensive task. ARM has recently been working with Ittiam to offload this compute intensive task to the GPU to improve decode performance for frame rate and battery consumption.
But what about the UI? Rendering a flowing, responsive UI at UltraHD resolutions is not an easy task. There are many more pixels that will need to be flung around the screen and the desire for browsers and UIs to hit a jank-free 60fps requires a top-of-the-range GPU combined with sufficient memory with high bandwidth. When the subtle complexities of NUI are added to the equation, the next generation of performance-efficient GPUs will be earning their keep in the consumer TV and set-top box (STB) space.
So the prediction for IBC in the UltraHD arena is that there will be a lot of new hardware, both consumer and professional, but the user experiences on these devices will be in their early stages. We will start to see chipsets designed with the specific GPU needs of UltraHD resolutions, but implementations of User Interfaces on this new class of devices will not be very mature.
Rise of the Companion
The use of a companion device to augment live and recorded content will also be a big part of the show. This will partly be delivered by APIs that allow the synchronization of the content on the main screen and the application running on the companion device. From a UI perspective, I would expect to see a drive towards cross platform application frameworks.
To ease integration into the companion device and to allow rapid deployment of new applications, I would expect to see this implementation of the companion experience realised using HTML5. HTML5 is a great platform to enable this cross connectivity and interface design, but there can be difficulties getting the required performance due to the underlying browser and JavaScript engine implementations.
I would therefore expect to see a number of companies at IBC showing both bottom up and top down approaches to solving the problem. The bottom up approach would require bespoke rendering and JavaScript engines that solve some of these questions, whilst the top down approach will give you performance debugging tools and frameworks to help identify and solve performance bottlenecks in the HTML5 applications.
I see HTML everywhere
HTML5 will be the de-facto standard for implementing User Interfaces at the show. The problem with HTML5, however, is that a lot of UI implementations end up looking very similar. You can often tell an HTML5 UI just by looking at it.
Now that HTML5 is the standard for UIs I would expect to see more differentiation in the implementations. Vendors will be more experimental and start to push the bounds of standard web design when approaching their interfaces. More animation, more effects… more pazazz! It will no longer be acceptable to put a few buttons on the screen with a simple highlight and expect consumers to accept this as a good UI design.
ARM’s position
It is an exciting time to be in the market, with a lot of great new technologies maturing and filtering through to consumer products. ARM is in a great position at the heart of this process, and Mali technology is going to be key to the success of some of these initiatives with its adoption of technologies such as OpenGL® ES 3.0, OpenCL 1.1 and its work with key technology partners.
We are already seeing great performance from next generation Mali-based devices and the Samsung Exynos 5 Octa with Mali-T628 MP6 shows class-leading performance. I see a bright future for Mali-based devices in this exciting and fast paced industry.
Matt Spencer, UI and Browser Marketing Manager, Media Processing Division, ARM. Matt is a technologist and innovator at heart, working for 15 years on embedded platforms in every manner of language from assembler through to JavaScript. He recently made the move to the ‘dark side’ (Marketing), for which he hopes he hasn’t lost the respect of his technical peers and, more importantly, where he hopes to help educate and bring like-minded engineers together with the goal of making embedded systems rock.
Xiaomi announcements: from Mi3 to Xiaomi TV
An Official Video of the MI3 & MITV Launch Event (with English & Chinese subtitles). HIGHLY RECOMMENDED FOR REAL UNDERSTANDING OF XIAOMI!)
Read before:
Assesment of the Xiaomi phenomenon before the global storm is starting on Sept 5 [‘Experiencing the Cloud’, Aug 30, 2013]
Watch before: Smartphone Maker Xiaomi Takes on Apple in China [Bloomberg TV, Sept 6, 2013] Xiaomi CEO and Founder Lei Jun discusses the company’s growth and competition with Apple on Bloomberg Television’s “Bloomberg West.” 
Read after: Exclusive: Hugo Barra Talks About His Future at Xiaomi and Why He Really Left Google [AllTingsD, Sept 12, 2013] … “There is no question the phone business is very low margin today, but they want to get to a place where they can sell the device at cost and then sell high-margin services to make that phone experience even better,” said Barra. … “The aspiration for the founders is that Xiaomi will become a global company that happens to be in China,” he said. “If I do my job right, in a few years, the world will be talking about Xiaomi in the same way that they talk about Google and Apple today.”
Introducing Xiaomi MIUI MI3 (3D) [MrMiui YouTube channel, Sept 5, 2013]
ON AIR [Xiaomi 2013 New Product Announcement Event]
#MiPhone 3: The Fastest Smartphone#
- Dual Platform – Nvidia Tegra 4 quad-core processors (1.8GHz A15 + A15) with 72 GeForce GPU cores + Qualcomm Snapdragon 800 (8974AB quad-core 2.3GHz + 28nm HPM)). MiPhone 3’s overall performance increased 40% (compare to MiPhone 2S).
- Screen – Sharp and LG 5-inch 1080P IPS display with ultra-sensitive touch. It works even when your figures are wet. You can set to recognize your figures even wearing gloves;
- Memory – 2GB LPDDR3 RAM+16GB eMMC4.5 flash
- Battery – 3050mAh battery;
- Camera – SONY 13 MP Exmor RS CMOS back camera, 2MP BSI front camera
- Supports NFC & 2.4/5G WiFi
ON AIR [Xiaomi 2013 New Product Announcement Event]
#MiPhone 3: The Fastest Smartphone
- Size: 114mm×72mm×8.1mm, weight: only 145g;
- Six official colors;
- Camera comes with Intelligent beauty corrector. It can also identify age and gender.
- The GPS can preserve the satellite trajectory for 7 days.
- Immersion vibration function with situational vibrate mode.
- Price – USD$327 for 16GB; USD$408 for 64GB.
- Tegra 4 Processors [NVIDIA, Feb 19, 2013]
- Cortex-A15 Processor [ARM, Oct 31, 2012]
- NVIDIA Introduces Groundbreaking Camera Technology With Chimera — World’s First Mobile Computational Photography Architecture [press release, Feb 19, 2013]
- Nvidia Tegra4 Quad-core ARM Cortex-A15 with HDR [High Dynamic Range imaging] video and photo engine [Charbax YouTube channel, March 2, 2013]
Nvidia is releasing their quad-core ARM Cortex-A15 processor, here demonstrating their Chimera camcorder and photography engine that enables fast and easy HDR [High Dynamic Range imaging, see: http://en.wikipedia.org/wiki/High-dynamic-range_imaging%5D photography and video recording. They have a special sensor and technology that allows one optical system to record enough range to create HDR video at full 1080p 30fps framerate enabling also HDR photography on all upcoming Tegra4 devices without needing to take more than one picture. Tegra4 can playback 4K video, it has a 72-core GPU enabling advanced graphics and GPU Compute and a lot of other features. - NVIDIA Tegra 4 Family CPU Architecture – 4-PLUS-1 Quad core [NVIDIA whitepaper, Feb 24, 2013]
- NVIDIA Tegra 4 Family GPU Architecture [NVIDIA whitepaper, March 6, 2013] … “the GPU also helps support 4K [4K Ultra HD] video output to high-end 4K video display” …
- Chimera™: The NVIDIA Computational Photography Architecture [NVIDIA whitepaper, Feb 21, 2013]
- Tegra 4 posts [NVIDIA blog, Jan 8 … Aug 23 … , 2013]
- Nvidia sees growing Tegra 4 orders [Digitimes, Sept 9, 2013]
Nvidia has recently started receiving orders for its Tegra 4 processor, and in addition to the recently launched Mi3 smartphone from China-based vendor Xiaomi, Nvidia has also landed orders for Microsoft’s second-generation Surface RT as well as Asustek, Toshiba and Hewlett-Packard (HP) tablets, according to sources from the upstream supply chain.
The Mi3 is the first smartphone to adopt the Tegra 4 processor.
Nvidia is also supplying its Tegra 4 to Asustek for its 10-inch New Transformer Pad tablet, HP for its 10-inch Slatebook 10 x2 and Toshiba for its 10-inch Excite Pro. Nvidia is reportedly also considering releasing an own-brand tablet.
Nvidia has also been aggressively promoting its Shield gaming device, trying to compete against the 3DS and PS Vita with a price of US$299.
- Snapdragon 800 Processors [Qualcomm, May 1, 2013]
- Qualcomm Snapdragon 800 Product Brief [Qualcomm, Aug 5, 2013]
- Qualcomm Snapdragon UltraHD [QUALCOMMVlog YouTube channel, June 27, 2013]
Snapdragon 800 is the first mobile processor that can record and playback UltraHD. Watch as Aytac Biber, Senior Product Manager, Qualcomm Technologies, Inc., explains how this feature is key to creating the best multimedia experience for consumers. - Qualcomm Snapdragon HD Audio [QUALCOMMVlog YouTube channel, June 27, 2013]
Fifty percent of the multimedia experience revolves around audio. Watch as Ravi Satyanarayanan, Director, Product Management, Qualcomm Technologies, Inc., explains how the Snapdragon 800 facilitates exciting features such as multimode capture and playback, 7.1 surround sound, and other advancements in audio quality. - Snapdragon 800 Posts [Qualcomm Snapdragon Processors blog, Jan 7 … Sept 4 … , 2013]
- Snapdragon 800 Posts [OnQ blog, Jan 7 … Jul 24 … , 2013]
- What Can You Build around Snapdragon 800? [OnQ Blog, June 18, 2013]
- Inside the Snapdragon™ 800 Series Processors – The New Adreno™ 330 GPU [OnQ Blog, Jan 11, 2013]
Photos Taken by Xiaomi MI3 (HD) 小米手机随手拍 (高清) [MrMiui YouTube channel, Sept 6, 2013], watch in either 720p or 1080p HD, and you could even watch in the original HD
Immersion Enters Multi-Year License Agreement With Xiaomi [press release, Sept 5, 2013]
Recently announced Xiaomi Mi3 smartphone is the first to launch with advanced tactile effects
SHANGHAI & SAN JOSE, Calif.–(BUSINESS WIRE)– Immersion Corporation (Nasdaq:IMMR), the leading developer and licensor of touch feedback technology, today announced that it has entered into a broad multi-year licensing arrangement with Xiaomi, one of the fastest growing smartphone makers in China, and that the recently released Xiaomi Mi3 smartphone uses Immersion’s TouchSense® technology to add new dimension of engagement in Xiaomi’s popular MIUI interface. Users can experience Immersion technology in two new downloadable tactile themes available in the MIUI storefront, as well as the crisp, intuitive tactile effects integrated throughout the Mi3 user interface and Tool applications. The Mi3 is Xiaomi’s first smartphone to come to market under the new license agreement between Xiaomi and Immersion, which covers Immersion’s Basic Haptics IP and select TouchSense and Integrator software solutions.
“We are pleased to work closely with Xiaomi to design tactile effects that create a rich user experience and deliver a distinctive and branded feel to MIUI, Xiaomi’s custom Android interface,” explains Dennis Sheehan, Immersion’s Sr. Vice President of Sales & Marketing. “Xiaomi is our first direct mobile OEM licensee in China, and this relationship further validates the value of our IP portfolio and software solutions. With Xiaomi’s focus on design and innovation, we’re looking forward to collaborating in the future to bring advanced tactile experiences to mobile users in China.”
The Xiaomi Mi3 smartphone is available in China online at www.xiaomi.com.
Mi3 users who want to experience tactile effects have many options:
Users can select which strength of tactile effects they experience throughout the handset by customizing the vibration settings menu, found in the Settings/Sound menu
Mi3 Tool apps, including Compass, Calculator, Clock, Torch & Recorder include customized haptic effects to create a more intuitive user interface
The Iron Man and Gun MIUI themes are enhanced with realistic tactile effects, and are available for download from the MIUI Themes app.
“The Xiaomi Mi3 was designed to be easy to use, personalized and cutting-edge. The addition of haptics seamlessly extends these values to the consumer through the sense of touch,” explains Lei Jun, Chairman and CEO of Xiaomi. “Immersion’s technology and expertise allows us to create a one-of-a-kind user experience that engages the sense of touch and complements our visual and audio design.”
For more information on Immersion’s TouchSense technology and Integrator platform, visit http://www.immersion.com/markets/mobile/index.html.
About Immersion (www.immersion.com)
Founded in 1993, Immersion (NASDAQ: IMMR) is the leading innovator in haptics, or tactile effects; the company’s touch feedback solutions deliver a more compelling sense of the digital world. Using Immersion’s high-fidelity haptic systems, partners can transform user experiences with unique and customizable touch feedback effects; excite the senses in games, videos and music; restore “mechanical” feel by providing intuitive and unmistakable confirmation; improve safety by overcoming distractions while driving or performing a medical procedure; and expand usability when audio and visual feedback are ineffective. Immersion’s TouchSense technology provides haptics in mobile phone, automotive, gaming, medical and consumer electronics products from world-class companies. With over 1,300 issued or pending patents in the U.S. and other countries, Immersion helps bring the digital universe to life. Hear what we have to say at blog.immersion.com.
About Xiaomi (www.xiaomi.com)
Xiaomi is a mobile internet company dedicated to creating the ultimate user experience through its overall portfolio of products including Xiaomi phones, a series of high-performance smartphones; MIUI, a customized UI based on Android; and internet service, such as MiTalk, app store, and game center. Founded in 2010, Xiaomi is headquartered in Beijing, China and has over 3,000 employees.
ON AIR [Xiaomi 2013 New Product Announcement Event]
#MIUI V5 and MiCloud Service#Hi to all MIFans!
-What do you like the most about MIUI? What is your wish list?
Today, we have over 20 million MIUI users around the world! MIUI team works hard to deliver updates each week. Until today, we have delivered 27 updates for MIUI V5.-MiCloud Service
More than 10.5 million registered users uploading 11 million photos daily to our MiCloud. With MiCloud service, you can sync contacts, messages, settings, photos and videos etc. to our cloud. Feel free to delete and leave enough space for your phone to do more!-Share Photo Album and Edit Together
MIUI V5 added an amazing feature. It allows you to share photo albums and invite people to edit those albums with you. You can simply invite people through texts or generate QR codes for them to scan.-Share Public WiFi Access
Tired of asking for password to access public WiFi? MIUI V5 allows people to share access! Just one setting or simply generate and scan a QR code, you can soon be connected.-Send Large File
Have you experienced problems sending huge files like movies using your phone? With our MIUI V5 new system app, you can send huge files without concerns.
Xiaomi TV Eyes On – GizChina [Gizchina YouTube channel, Sept 5, 2013]
Introducing Xiaomi MIUI MiTV (HD) 小米电视 (高清) [MrMiui YouTube channel, Sept 5, 2013], watch in either 720p or 1080p HD, and you could turn on even the 3D
ON AIR [Xiaomi 2013 New Product Announcement Event] Surprise! Xiaomi 47 inch 3D Smart TV Only USD$490
-47 inch Polarization 3D HD LCD from LG/Samsung;
-1.7GHz Qualcomm Snapdragon 600 quad-core processor MPQ8064 for TV , 2GB RAM /8GB flash memory ;
-TV remote with only 11 buttons, easy to use;
-Supports dual-band WiFi & Bluetooth 4.0;
-Run MIUI TV customized version, it is really smart!
Microsoft answers to the questions about Nokia devices and services acquisition: tablets, Windows downscaling, reorg effects, Windows Phone OEMs, cost rationalization, ‘One Microsoft’ empowerment, and supporting developers for an aggressive growth in market share
Preceding analysis of the announcement materials on this blog:
Unique Nokia assets (from factories to global device distribution & sales, and the Asha sub $100 smartphone platform etc.) will now empower the One Microsoft devices and services strategy [‘Experiencing the Cloud’, Sept 3, 2013]
Other views are given here as well, after the Q&A excerpts coming immediately below. From a Reuters’ editor, an IHS senior analyst, an investment bank executive, and a business news presenter on France24 – in the form of 4 embedded videos. Those views could be summarized as “Nokia did a good deal while the success of Microsoft with this acqusition is uncertain and needs a lot of further investment”.
Let’s see how much the answers to the questions on the Microsoft Nokia Transaction Conference Call (Sept 3, 2013 ) were able to clarify the analyses and critical views:
Tablets?
STEVE BALLMER: Tablets is an area where we absolutely have our own first-party hardware, as you know, and see opportunities to continue to build and strengthen. And it’s an area where we have very strong programs in place with our OEMs, particularly on the Intel Atom-processor-based product lines that people will really get a lot of value on, and you’ll see a range of new products coming for the holiday season.
Scaling Windows down?
TERRY MYERSON: It’s definitely a priority for us to bring Windows to as many customers as we can around the world. Lower-price phones is a strategic initiative for the next Windows Phone release, but we have nothing more really to say now.
Acquisition effect on the reorg?
STEVE BALLMER: No [effect], the reorg is absolutely intact. Obviously, the devices business has a broader scale and new capability. Julie Larson-Green, who is running devices and studios is flat out. We’ve got a lot of work we’re doing here over the next several months. And Julie and her team will work on a planning and integration phase. Julie will continue. She’s excited about working on devices, but absolutely, the critical mass of the group with that acquisition is in the phone space, and Stephen Elop will run the group and will take the appropriate steps with Julie working with Stephen to figure out appropriate integrations.
Windows Phones coming from OEMs in the future?
STEVE BALLMER: Today, Nokia, as I said, is well over 80 percent of all of our phones, and I don’t foresee that changing dramatically in the short run, but as the market grows, I expect to see additional percentages, if you will, go to our OEMs, but it’s premature to predict today. We definitely have interest from OEMs in the Windows Phone opportunity given that people understand we’re going to blaze the trails here with our own first-party hardware.
Cost rationalization over time?
STEVE BALLMER: Amy will take it. I do want to highlight that in many hardware companies, manufacturing labor is primarily outsourced. And Amy can remind us the numbers, but in Nokia, there is more in-sourced manufacturing. Nokia has had a strategy about that that, obviously, they’ve executed very well. But you kind of have apples and oranges a little bit between the 32,000 and our almost 100,000. But Amy, why don’t you provide some context and detail?
AMY HOOD: Sure. Thanks, Brent. About 18,000 of those 32,000 employees are really directly a part of the manufacturing business. And so I think a better way as you think about the scale and opportunity is to really focus on the percentage of Nokia outside of that.
I think both Steve and Stephen did a thoughtful job in the execution slide about talking about the philosophy we’re using as we go through the integration process around the benefits of the incremental sales force that we’re getting with Chris and his team, as well as really going through and being thoughtful about the rationalization so that we get to one voice, one brand, one team that can best execute and be efficient.
What was not possible that the acquisition enables now, or is it only ensuring a presence in the smartphone market for a long-term basis, i.e. ‘One Microsoft’ empowerment?
STEVE BALLMER: Well, the latter is certainly true. We see at least three distinct opportunities to do better as one company than as two.
Number one, we talk about one brand and the unified voice to the market. I will say that I think we can probably do better for consumer name than the Nokia Lumia Windows Phone 1020. And yet, because of where both companies are and the independent nature of the businesses, we haven’t been able to shorten that. Just take that as a proxy for a range of improvements that we feel we can make, we can simplify, the way in which we work with operators and the overall consumer branding and messaging gets much simpler. That is an efficiency of being one company.
On the innovation front, we’ve done a lot of great work together, and yet as two companies, there’s always some lines along which it’s hard to innovate. The Lumia 1020 is awesome in terms of what it has for camera and imaging, and yet I think as one company we would have doubled down on that bet and made an even greater range of software and services investments around the core hardware platform.
Third, I think we get business agility. As two companies, we’re making two independent sets of decisions about where and when and how to invest by country, by operator, by price point, and there is, let me say, an inefficiency financially as well as a lack of agility that comes with that.
So in all three of those areas, despite the fact that I think we’ve done a really good job, we can improve and accelerate quite noticeably.
How the much needed developer support for the fairly aggressive market share assumption will be ensured?
Note: the “fairly aggressive market share assumption” was presented by Microsoft as:
To which I added the following calculation and judgment in my analysis post:
15% of the 1.7B units in 2018 is 255M units. The ~$45 billion estimated revenue at that time means ~$176 ASP. Considering the latest Q2’13 EUR 157 [$207] ASP of Lumia it seems feasible, but in 5 years timeframe it needs a strong premium strategy to achieve that. … NPV – Net Present Value.
TERRY MYERSON: Well, for developers today, Windows offers an incredible opportunity with the installed base of PCs, phones, and tablets, and soon the new Xbox One. We want to offer them this opportunity to build either HTML5 applications or native applications that span all of those devices, enabling them to reach segments of users on those devices, users in an enterprise, users on a gaming console, and just provide them very unique opportunities to monetize their application investments.
So we’re pretty excited about the platforms we’re bringing to market. Developer reception in some areas is certainly better than others, but overall we’re making progress, and we know we’ve got a lot more work to do.
STEVE BALLMER: One of the keys, of course, is driving volume. We think we have differentiated products. We can tell the story a little bit better. We can get the volume up, and we have over 160,000 applications in the store. We know we have a long way to go, and the key is really offering with our own first-party applications and first-party hardware, enough reasons to buy to drive volumes and then attract the broader developer ecosystem.
Obviously, HTML5 would be kind of a neutral thing. I would expect all the major platforms to embrace it to some extent. And in some senses, it takes away a little bit of the apps barrier to entry, which we know we need to work hard on right now.
See also Microsoft Nokia Transaction Conference Call with slides from Microsoft Strategic Rationale inserted- ebook – 3-Sept-2013
edited by Sándor Nacsa from those two sources into an ebook format PDF
The real question around the web is: Can Microsoft do a better job as in Breakingviews: Nokia’s smart to take money & run [Reuters TV YouTube channel, Sept 3, 2013]
The view of an expert from IHS, a big business analysis firm, for comparison:
Microsoft & Nokia still face huge ‘brand and cool’ challenge – Gleeson [4-traders.com, 09/03/2013 | 12:30pm US/Eastern]
Microsoft buys Nokia’s handset business for $7.2 bln. Both companies will be hoping it heralds a new era, but overcoming brand weakness will be a huge challenge. For them both, says IHS Senior Mobile Analyst, Daniel Gleeson.
SHOWS: LONDON, ENGLAND, UK (REUTERS – ACCESS ALL) (SEPTEMBER 3, 2013)
1. IHS, SENIOR MOBILE ANALYST, DANIEL GLEESON, SAYING:
JOURNALIST ASKING DANIEL GLEESON: ‘Well is this a good deal for Nokia and is it enough to drag it into the 21st century?’
DANIEL GLEESON: ‘It is a big deal. Whether it’s not- I don’t think it is enough really. You’ve got two titans of the past really kind of clashing together. It does provide Microsoft with the ability to merge the handset and the software side of the mobile businesses together which gives it a better chance of breaking through. However I think Microsoft are probably being overambitious. Microsoft has stated that they’re aiming to get 15% of the smartphone market by 2018 which will be equivalent to somewhere in the region of more than 200 million smartphones. Given that the current Nokia smartphone run rate is somewhere in the region of 30 million units, that’s quite a lot of growth that they’re looking for and practically I don’t think that’s possible.
JOURNALIST: ‘So you don’t think that Apple and Samsung and the like will be quaking in their boots?’
DANIEL GLEESON: ‘Not at the moment. Microsoft had been very slow in developing the Windows Phone platform over the past few years. There’s been very little development on the software side. Most of the innovation on it has actually come from Nokia. So obviously the hope is that Nokia will be able to bring this innovation to Microsoft and spur on the software development. However, with the current reorganization that Microsoft is going through and the fact that Ballmer is going to be stepping aside at the end of the year or within the next 12 months, that is very uncertain. So it remains to be seen about how Microsoft can evolve and adapt to taking in the hardware unit.’
JOURNALIST: ‘Sorry, just going to say, Nokia’s shares rose almost 50% this morning. But the company as we all know is still a shadow of its former self.’
DANIEL GLEESON: ‘Yeah, it very much is. It used- obviously a couple of years ago Nokia was the largest smartphone and handset vendor in the world. It is now I think like behind the many Chinese, smaller Chinese companies in terms of smartphone shipments and dropping rapidly in terms of the handset market. What we see though is that Nokia does have a good future with its NSN business, its network vendoring business. That’s after going through major turnaround over the past while and then past four quarters it’s managed to turn a profit on that. So that’s going to be the future that Nokia’s looking at and that part of the business is looking bright.’
JOURNALIST: ‘Does this deal do anything to address I suppose what is fundamental certainly in the public’s perception of both companies, the fundamental premise that neither brand is cool in anyway whatsoever. I mean the brands are very, very weak. Does this do anything to address that?’
DANIEL GLEESON: ‘Fundamentally it doesn’t because as you said this is just simply the uniting of two uncool brands. This doesn’t make it any better. It’s going to take a lot of investment from Microsoft to try to turn that brand around. Of course the upside of it is Microsoft has much deeper pockets to do this than Nokia on its own would have. So you are in the situation where Microsoft was funneling a lot of cash into Nokia anyway to try to support the smartphone unit. So Microsoft presumably just by taking it in-house is just absorbing that cost and it’s going to be able to push even more money into it to try to build that brand and to make it better in the future.’
And here is a similar view of an executive from a Danish online investment bank, Saxo Bank: The Nokia deal: What’s Microsoft thinking? [TradingFloorCom YouTube channel, Sept 3, 2013]
Why has Microsoft agreed to buy Nokia’s moible phone business for more than five billion euros? It’s somewhat perplexing to Saxo Bank’s Head of Equity Strategy, Peter Garnry. It’s a great deal for the struggling Finish handset maker, he says. But he has real concerns about how good it will be for Microsoft, one of the world’s leading technology players. Nokia shares rose by around 45% on the open on Tuesday. Peter says it’s also really good news for the company’s bond holders as the company was hemorrhaging cash. However, Peter says Microsoft have paid a lot of money in this deal, which is due to be finalised next year. He says they’re still not as good a hardware company as Samsung or Apple and he adds that nine out of ten acquisitions do not fulfill synergy expectations. He says it’ll be very difficult for Microsoft to integrate Nokia into its business and move it foreward. So where does this leave rival Blackberry, which is already struggling to compete on the smartphone market? Peter says the company should start focusing on what they are good; mobile security and increase shareholder value that way. Nokia’s phone business marks the exit of a 150-year-old company that once dominated the global cellphone market.
The stock market reaction is discussed further in Investors cautious over Microsoft move on Nokia and how one man got his lost bags delivered [FRANCE 24 English YouTube channel, Sept 4, 2013]
Full text of Q&A part of the
Transcript of Microsoft Nokia Transaction Conference Call: Steve Ballmer, Stephen Elop, Brad Smith, Terry Myerson, Amy Hood; September 3, 2013 [Microsoft, Sept 3, 2013] to have the full Q&A context
OPERATOR: Walter Pritchard, Citigroup, your line is open.
WALTER PRITCHARD: Great. Thanks for taking the question. Steve Ballmer, on the tablet side, obviously, we could say many of the same things as you’ve put into this slide deck as rationale for doing an acquisition on the phone side as we could say about the tablet side including picking up more gross margin.
I’m wondering how this transaction impacts the strategy going forward in tablets and whether or not you need to, in a sense, double down further on first-party hardware in the tablet market. And then just have one follow up.
STEVE BALLMER: Okay. Terry, do you want to talk a little bit about that? That would be great.
TERRY MYERSON: Well, phones and tablets are definitely a continuum. You know, we see the phone products growing up, the screen sizes and the user experience we have on the phones. We’ve now made that available in our Windows tablets, our application platform spans from phone to tablet. And I think it’s fair to say that our customers are expecting us to offer great tablets that look and feel and act in every way like our phones. We’ll be pursuing a strategy along those lines.
STEVE BALLMER: Tablets is an area where we absolutely have our own first-party hardware, as you know, and see opportunities to continue to build and strengthen. And it’s an area where we have very strong programs in place with our OEMs, particularly on the Intel Atom-processor-based product lines that people will really get a lot of value on, and you’ll see a range of new products coming for the holiday season.
WALTER PRITCHARD: And then, Terry, can you talk about just the ability to scale Windows down? Obviously, Nokia has a large base of very low-price feature phones. That base may be sort of dwindling over time, but you’ve been cost-reducing Windows, the specs and so forth, to be able to get Windows down to low-price devices. Can you talk about any efforts to accelerate that process given potentially access to a much bigger pool of low-cost phones that are out there already?
TERRY MYERSON: It’s definitely a priority for us to bring Windows to as many customers as we can around the world. Lower-price phones is a strategic initiative for the next Windows Phone release, but we have nothing more really to say now.
STEVE BALLMER: Operator, we’ll move to the next question please, thanks, Walter.
(Break for direction.)
OPERATOR: Our next question is from Mark Moerdler from Sanford Bernstein, your line is open.
MARK MOERDLER: Thank you. Steve Ballmer, two questions: The first one is how does this affect the reorg? Given hardware was in one group and operating systems in another, software in another, does the Nokia device — does the merger affect that? Does it merge into the hardware business, and hardware/content device group? Or does this now change that? And then I have a follow up.
STEVE BALLMER: No, the reorg is absolutely intact. Obviously, the devices business has a broader scale and new capability. Julie Larson-Green, who is running devices and studios is flat out. We’ve got a lot of work we’re doing here over the next several months. And Julie and her team will work on a planning and integration phase. Julie will continue. She’s excited about working on devices, but absolutely, the critical mass of the group with that acquisition is in the phone space, and Stephen Elop will run the group and will take the appropriate steps with Julie working with Stephen to figure out appropriate integrations.
MARK MOERDLER: Excellent. And then as follow up on it, what’s your expectation going forward in terms of — I just want to clarify this — the percentage of Windows Phones that will be from OEMs?
STEVE BALLMER: Today, Nokia, as I said, is well over 80 percent of all of our phones, and I don’t foresee that changing dramatically in the short run, but as the market grows, I expect to see additional percentages, if you will, go to our OEMs, but it’s premature to predict today. We definitely have interest from OEMs in the Windows Phone opportunity given that people understand we’re going to blaze the trails here with our own first-party hardware.
MARK MOERDLER: Thank you very much, appreciate it.
CHRIS SUH: Thanks, Mark. I just want to remind you, we do want to get to as many questions from as many of you as we can. So I do ask that you please just stick to one question and avoid long, or multi-part questions, please. Operator, next question, please.
OPERATOR: Brent Thill, UBS, your line is open.
BRENT THILL: Thanks. Just on the cost rationalization. Nokia has 32,000 employees versus Microsoft at 99,000. A considerable bulk of employees. Can you just talk about the rationalization over time and your view how that plays out?
STEVE BALLMER: Amy will take it. I do want to highlight that in many hardware companies, manufacturing labor is primarily outsourced. And Amy can remind us the numbers, but in Nokia, there is more in-sourced manufacturing. Nokia has had a strategy about that that, obviously, they’ve executed very well. But you kind of have apples and oranges a little bit between the 32,000 and our almost 100,000. But Amy, why don’t you provide some context and detail?
AMY HOOD: Sure. Thanks, Brent. About 18,000 of those 32,000 employees are really directly a part of the manufacturing business. And so I think a better way as you think about the scale and opportunity is to really focus on the percentage of Nokia outside of that.
I think both Steve and Stephen did a thoughtful job in the execution slide about talking about the philosophy we’re using as we go through the integration process around the benefits of the incremental sales force that we’re getting with Chris and his team, as well as really going through and being thoughtful about the rationalization so that we get to one voice, one brand, one team that can best execute and be efficient.
CHRIS SUH: Thanks, Amy. Next question, please, operator.
OPERATOR: Keith Weiss, Morgan Stanley, your line is open.
KEITH WEISS: Thank you guys for taking the question. You guys have talked about the success and the partnership to date in putting out some really good products. I was wondering, Steve, perhaps you could give us some concrete example of what does the acquisition enable you to do that you guys couldn’t do through the partnership? And maybe give us some more concrete examples there. Or is that maybe not the point? Maybe the point is more so that this really solidifies Microsoft’s presence in the smart phone market, and this is more about ensuring that you guys are going to be a presence here for a long-term basis.
STEVE BALLMER: Well, the latter is certainly true. We see at least three distinct opportunities to do better as one company than as two.
Number one, we talk about one brand and the unified voice to the market. I will say that I think we can probably do better for consumer name than the Nokia Lumia Windows Phone 1020. And yet, because of where both companies are and the independent nature of the businesses, we haven’t been able to shorten that. Just take that as a proxy for a range of improvements that we feel we can make, we can simplify, the way in which we work with operators and the overall consumer branding and messaging gets much simpler. That is an efficiency of being one company.
On the innovation front, we’ve done a lot of great work together, and yet as two companies, there’s always some lines along which it’s hard to innovate. The Lumia 1020 is awesome in terms of what it has for camera and imaging, and yet I think as one company we would have doubled down on that bet and made an even greater range of software and services investments around the core hardware platform.
Third, I think we get business agility. As two companies, we’re making two independent sets of decisions about where and when and how to invest by country, by operator, by price point, and there is, let me say, an inefficiency financially as well as a lack of agility that comes with that.
So in all three of those areas, despite the fact that I think we’ve done a really good job, we can improve and accelerate quite noticeably.
KEITH WEISS: Excellent, thank you.
CHRIS SUH: Thanks, Keith. Operator, I think we have time for two more questions, next question, please.
OPERATOR: Rolfe Winkler, Wall Street Journal, your line is open.
ROLFE WINKLER: Hi, you guys have 15 percent, a fairly aggressive market share assumption for where you guys are going to go in a few years. I guess I’m wondering, to get there, one thing you’re going to need is a lot of developer support. Developers already have IOS, Android — you can make an argument that HTML5 over the next few years will grow, that will give them a third development platform. How will you guys convince them to develop for Windows Phone?
STEVE BALLMER: Terry, why don’t you talk a little bit about developers, if you don’t mind?
TERRY MYERSON: Well, for developers today, Windows offers an incredible opportunity with the installed base of PCs, phones, and tablets, and soon the new Xbox One. We want to offer them this opportunity to build either HTML5 applications or native applications that span all of those devices, enabling them to reach segments of users on those devices, users in an enterprise, users on a gaming console, and just provide them very unique opportunities to monetize their application investments.
So we’re pretty excited about the platforms we’re bringing to market. Developer reception in some areas is certainly better than others, but overall we’re making progress, and we know we’ve got a lot more work to do.
STEVE BALLMER: One of the keys, of course, is driving volume. We think we have differentiated products. We can tell the story a little bit better. We can get the volume up, and we have over 160,000 applications in the store. We know we have a long way to go, and the key is really offering with our own first-party applications and first-party hardware, enough reasons to buy to drive volumes and then attract the broader developer ecosystem.
Obviously, HTML5 would be kind of a neutral thing. I would expect all the major platforms to embrace it to some extent. And in some senses, it takes away a little bit of the apps barrier to entry, which we know we need to work hard on right now.
CHRIS SUH: Thanks. Operator, let’s move to the last question, please.
OPERATOR: Our last question comes from Rick Sherlund.
RICK SHERLUND: Thanks. I wonder if you could just share with us whether ValueAct was made aware of this before they entered their cooperation and standstill agreement.
STEVE BALLMER: Brad, do you want to take that?
BRAD SMITH: The answer is no. You would not expect the company to disclose material, non-public information to an entity that doesn’t have an appropriate non-disclosure agreement. So the answer is no.
RICK SHERLUND: Okay, thank you.
CHRIS SUH: Okay, so that will wrap up our call today. Thank you, again, for joining us. We look forward to seeing many of you at our financial analyst meeting, which will be held on September 19th. Thanks again.
END
Windows [inc. Phone] 8.x chances of becoming the alternative platform to iOS and Android: VERY SLIM as it is even more difficult for Microsoft now than any time before
First recent findings about The hierarchy of developer needs: Creativeness, not money is the top motivator [VisionMobile blog, Aug 12, 2013] are showing quite clearly how much Microsoft is in disadvantage in the global developers community not only vs. iOS and Android, but even vs. HTML5 in general, which is already a real third platform for developers. Regarding that read UPDATE: HTML5 Vs. Native Mobile Apps — HTML5 Is Down But Not Out [Business Insider Australia, Aug 14, 2013], HIGHLY RECOMMENDED!
It is even more so as a much better HTML5 platform (than the corresponding Windows 8 subset, so called WinJS) came now to the market with FireFox OS:
– as its “first two devices hitting the market – the Alcatel OneTouch Fire and ZTE Open – the latter just launched in Spain from Telefonica for €69 ($90) contract-free including €30 ($39) of airtime for prepaid” according to p. 12 of the free Developer Economics Q3 2013 [VisionMobile, July 29, 2013] report
– and “In just a short space of time, Firefox OS has managed to amass a respectable Developer Intent share, even before devices hit the market, and while competing for Windows Phone, Windows 8 and BlackBerry 10 all of which are much older platforms, with devices in market and billions of market dollars behind them.” as per p. 24 of the same report.
Now the quite important findings from The hierarchy of developer needs: Creativeness, not money is the top motivator [VisionMobile blog, Aug 12, 2013]
What motivates developers? Is it fame or fortune? Our new Developer Segmentation 2013 report [starting from £1,495.00] addresses this questions, presenting a needs-bases segmentation model that focuses on developer goals, not just demographics. Based on data from our latest Developer Economics survey (6,000 respondents from 115 countries [FREE to download from here: HIGHLY RECOMMENDED]), this article gives you some insights from the report, discussing how the sense of achievement, not money is the prime motivator for developers.
…
Most business are resorting to traditional, textbook marketing techniques to segment developers – by technology (web, Java, Windows, Android, Apple), job function (coders, designers, architects, team leads, IT managers, CxOs), by company size, app category (games vs enterprise developers), by audience (B2C vs B2B) or by demographics (age, income, education or location).
Yet all these segmentation models are bound to fail, as they fundamentally neglect to address how developers make investment decisions in a new platform, API or SDK. In other words, it’s not age, job function, audience or technology background that influences how a developer chooses between Apple, Google, Windows Phone, BlackBerry or Tizen.
To understand the complex mosaic of developer personas we segment developers in terms of their outcomes, or what developers are trying to achieve. This is based on the Jobs to Be Done methodology, popularized by Harvard Professor Clay Christensen and which constitutes today’s cutting edge in segmentation techniques. We have backed this model with unprecedented statistical rigor and hard data, from the largest-ever mobile developer survey of 6,000+ developers.
Building on our earlier Developer Economics 2012 research work, we extracted hard data on thousands of developers in terms of their aspirations, motivations, challenges and plans in app development. We produced a unique model of eight developer segments – the Hobbyists, the Explorers, the Hunters, the Guns for Hire, the Product Extenders, the Digital Content Publishers, the Gold Seekers and the enterprise IT developers.
How do these eight segments and three clusters contribute to the app economy? More importantly, when do these segments interact with platforms?
We find that Explorers and Hobbyists, those seeking to learn, have fun and self-improve, make up 33% of the mobile developer population but only 13% of the app economy revenues. These segments prefer – more than average – BlackBerry 10, Windows Phone as a platform, as these are more often associated with experimentation and learning.
The Hunters and Guns for Hire, those seeking revenues from the app economy, make up 42% of the developer population and 48% of the app economy revenues. These segments prefer – more than average – iOS as a platform, due to the consistent revenue-generating opportunities of the platform.
Product Extenders, Enterprise IT developers, Digital Content Publishers and Gold Seekers, aiming at extending a [non-mobile] business [with apps], make up 29% of the developer population, and a whopping 39% of app economy revenues. These segments prefer – more than average – Android and HTML5 as a platform – due to the reach that these platforms offer across the entire smartphone and feature phone installed base.
… <goes to “The Hierarchy of Developer Motivations” chart, not relevant to this post, so omitted> …
Then Microsoft should take into account The evolution of handset business models: From source of profits to distribution channel [VisionMobile blog, Aug 5, 2013]
The evolution of the PC and mobile handset industry have been mirror images of each other, as both saw two distinct disruptions: a new market disruption, followed by a low-end disruption. Guest author Sameer Singh discusses how the shift from integrated companies to modular competitors will pressure hardware profit margins across the industry, leading to the emergence of a new business model, i.e. hardware-as-distribution.
The mobile handset industry has already seen two waves of disruption: A “new market disruption”, led by Apple, and a “low-cost disruption”, driven by Google and its Android platform. Each wave created distinctly different business models that completely realigned competitive dynamics in the industry. Where do we go from here?
We believe that the coming, third wave of disruption will again reshuffle the deck for all industry players. We will see growth in a new class of business models, where handset hardware is no longer seen as a source of profits, but is treated as a distribution channel for digital products and services.
… <two long sections about “Dual Disruption Patterns in Computing” and “Impact of Value Chain Integration on Business Model Evolution” which are quite important to prove the author’s prediction about the inevitability of the third wave of mobile handset industry disuption, but for us here it is sufficient for our subject to include his “Third Disruption” discussion> …
The Third Disruption: Hardware as a Distribution Channel
As there will be fewer profits left in the handset industry, a third wave of disruption is a certainty.
In the PC industry, once the dominance of modular architectures led to deep commoditization, hardware just became a distribution channel for software (the operating system and applications). The evolution of the mobile handset industry works out slightly differently. Google essentially destroyed the software licensing business model by giving the Android operating system away for free. Consequently, the cost of owning a proprietary operating system became unviable for most players (like Motorola, Sony Ericsson or Nokia) because hardware margins became severely pressured. This ensured that industry focus and profitability would accrue to the next layer of the value chain that was underserved, i.e. Google’s core business – online services.
In the PC industry, OEMs like Dell and Sony used the “hardware as distribution” approach to charge software vendors to pre-install applications on their devices and boost margins. In the mobile industry, we have seen already numerous companies follow this model to create a competitive advantage by leveraging established ecosystems. Many service companies like Baidu, Dropbox, Opera, Facebook and Whatsapp have attempted this strategy by partnering with OEMs to pre-install or use their services by default.
Another variation of this strategy, followed by services and content companies, is selling relatively high-end hardware at cost, in order to enable deeper penetration of the company’s core services. Companies like Amazon and Xiaomi compete asymmetrically with true hardware vendors in order to expand their consumer base. Both strategies have been quite successful – Amazon has expanded Kindle Fire availability to numerous countries based on strong sales and Xiaomi expects to double its handset sales
to 15 millionthis year [to 20 million, see p. 25 of my The Upcoming Mobile Internet Superpower mini e-book]. Many more services companies like Evernote and Spotify are contemplating the low-cost, “hardware as distribution” strategy in the future. We have already seen a smartphone called SmartNamo dedicated to an Indian politician, Narendra Modi. Will we see a “Justin Bieber phone”, “Shah Rukh Khan phone” or even a “Real Madrid phone”?Rapid commoditization will only make it easier for companies to convert hardware into a distribution channel. The tablet industry has seen more price competition than the smartphone market in the absence of carrier-driven price distortions. As a result, commoditization has been much more rapid and the “hardware as distribution” model has come to the forefront in a very narrow time frame. Low-cost tablet hardware has allowed companies like Newscorp to enter the industry with preloaded, education-focused content. We have seen similar models emerge in South Africa, India, China and many more countries. As price competition increases, commoditization pressure in the smartphone industry, variations of “hardware as distribution”, could become one of the primary drivers of profitability.
The expected shift in handset business models will reshuffle the deck once again. Companies that catch the trend early will find plenty of opportunities to create competitive advantages and thrive in the new environment. Those who miss it will be destined to fight the losing battle of “competition to the best”, which Prof. Porter calls “the granddaddy of all strategy mistakes”.
On pp. 32-33 of my The Upcoming Mobile Internet Superpower mini e-book [Aug 14, 2013] it was further noted that:
China Daily reported not less than 14 months ago that Xiaomi, China’s Apple success story?
…
The broader vision of Xiaomi, Lei [Jun, chairman and chief executive officer of Xiaomi Corp] pointed out, is to ship more than 100 million smartphones annually for one model by 2016.
“I know it (the vision) is crazy, but we would like to have a try,” said Lei. Cupertino-based Apple managed to sell more than 90 million iPhone devices last year. It is widely believed that Apple will break the 100 million unit mark this year, although it has been less than five years since the first iPhone launched in 2007.
The difference in business model was even more clearly communicated in this recent interview: Xiaomi CEO: Don’t call us China’s Apple [Reuters TV YouTube channel, Aug 15, 2013]
This shows very well how the above mentioned third disruption could fundamentally alter the current state of mobile intelligent devices market. As far as our subject is concerned my three other posts are giving further clues about growing Microsoft difficulties:
-
Google Play catchup with iOS App Store and its way of assuring compatibility across Android 1.6 to 4.3 [Aug 15, 2013]
-
With Android and forked Android smartphones as the industry standard Nokia relegated to a niche market status while Apple should radically alter its previous premium strategy for long term [Aug 17, 2013] from which I include here this major chart (from myself) as well:

Watch also a recent video report closely related to that: In China smartphone market, cheap rules – and Apple suffers [Reuters TV YouTube channel, Aug 19, 2013]
-
Android to overtake the overall PC market? [Aug 20, 2013] from which I include here this major chart (from IDC) as well:
Consider also Apple and Samsung Losing Share to Chinese Smartphone Makers [China Internet Watch, Aug 7, 2013]
The high-end players like Apple and Samsung are losing share to Chinese manufacturers like ZTE, Huawei, and Lenovo, and no-name brands which are willing to make extremely cheap smartphones. As you can see in the picture, Samsung’s Q2 share in 2013 is 1% lesser than that of 2012, and Apple decreases 3.6% share, while Chinese manufacturers grow 3.5%.
With Android and forked Android smartphones as the industry standard Nokia relegated to a niche market status while Apple should radically alter its previous premium strategy for long term
Here is the chart reflecting the performance of the market-leading mobile phones upto Q2’13:
![]()
From this the most visible things are:
- Android and Android-forked (Xiaomi etc.) smartphones are the undisputed industry standards to dominate the market in years to come
- Both the Symbian to Windows Phone and S40 to Asha Full Touch smartphone platform transition strategies from Nokia could survive the continued Android onslaught but only in a niche market status
- There is no room for Apple’s further growth, and both the platform and the company could face a gradual decline in the smartphone market
My other observations about the state of the smartphone market after Q2’13 were already presented in the following posts:
- Superphones turning point: segment satured with Tier 1 globals while the Chinese locals are at less than 40% of the Samsung price [‘Experiencing the Cloud’, Aug 3, 2013] OR Samsung is leapfrogging Apple while the Chinese local brands are coming close to Samsung but at less than 40% price. Meanwhile the superphone segment of the market becomes saturated.
- Xiaomi, OPPO and Meizu–top Chinese brands of smartphone innovation [‘Experiencing the Cloud’, Aug 1, 2013]
- GiONEE (金立), the emerging global competitor on the smartphone market [‘Experiencing the Cloud’, July 22, 2013]
- Eight-core MT6592 for superphones and big.LITTLE MT8135 for tablets implemented in 28nm HKMG are coming from MediaTek to further disrupt the operations of Qualcomm and Samsung [‘Experiencing the Cloud’, July 20-29, 2013]
- China: Entry-level dual core IPS WVGA (480×800) smartphones $65+ now, quad-core $70+ in June [‘Experiencing the Cloud’, April 29, 2013]
In essence we came to a point when the superphone market came down in price to as low as $110 and up, while the entry-level segment of good quality came down to a $65+ price level. Also the smartphone market became saturated in all segments which brings an end to Samsung’s ability to base its premium profitability ambitions on smartphones alone (almost), as it was reflected in 20 years of Samsung “New Management” as manifested by the latest, June 20th GALAXY & ATIV innovations [‘Experiencing the Cloud’, July 2-26, 2013]:
… innovations in the broadest sense of the world: technology, hardware and software engineering and design, marketing in general and branding in particular etc.
Updates: Q2 record-high operating profit + smartphone worries deepen + overall business situation + nonproportionally high capex of the semiconductor business + the #2 capex beneficiary, the Display Panel Segment
These observations also led to much greater conclusions about the upcoming changes:
- China is the epicenter of the mobile Internet world, so of the next-gen HTML5 web [‘Experiencing the Cloud’, Aug 5, 2013]
- The Upcoming Mobile Internet Superpower [‘Experiencing the Cloud’, Aug 13, 2013]
Below I will assess the ‘Nokia Q2’13 market situation and changes’ as well as include ‘Gartner’s own assessment of the Q2’13 overall market situation and the changes’ to complete the picture.
Nokia Q2’13 market situation and changes:
Looking at the progress of Nokia Symbian to Windows Phone transformation Q2’13 was a straight continuation of the trends noted for Q1’13 in Nokia: Continued moderate progress with Lumia, urgent Asha Touch refresh and new innovations to come against the onslaught of unbranded Android and forked Android players in China and India [‘Experiencing the Cloud’, April 18, 2013] as you could also well observe from the chart included here as well:
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Nokia was extensively discussing its Windows Phone transition in Nokia Corporation Interim Report for Q2 2013 and January-June 2013 [press release, July 18, 2013]:
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Lumia Q2 volumes increased 32% quarter-on-quarter to 7.4 million units, reflecting strong demand from customers for a broadened Lumia product range.
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Commenting on the second quarter results, Stephen Elop, Nokia CEO, said: “ … In our Smart Devices business unit, we continue to focus on delivering meaningful differentiation to consumers around the world. We are very proud of the recent creations by our Lumia team, from the Lumia 520 – our most affordable Windows Phone 8 product which has enjoyed a strong start in markets like China, France, India, Thailand, the UK, the US and Vietnam – to the Lumia 1020, our star imaging product which we unveiled to the world last week. Overall, Lumia volumes grew to 7.4 million in the second quarter, the highest for any quarter so far and showing increasing momentum for the ecosystem. During the third quarter, we expect that our new Lumia products will drive a significant part of our Smart Devices revenue.”
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In the third quarter 2013, supported by the wider availability of recently announced Lumia products as well as recently announced Mobile Phones products, Nokia expects higher Devices & Services net sales, compared to the second quarter 2013.
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The year-on-year decline in our Smart Devices volumes in the second quarter 2013 continued to be driven by the strong momentum of competing smartphone platforms and our portfolio transition from Symbian products to Lumia products. The decline was primarily due to lower Symbian volumes, partially offset by higher Lumia volumes. Our Symbian volumes decreased from 6 million units in the second quarter 2012 to approximately zero in the second quarter 2013. Our Lumia volumes increased from 4.0 million in the second quarter 2012 to 7.4 million in the second quarter 2013.
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On a sequential basis, the increase in our Smart Devices volumes in the second quarter 2013 was due to higher Lumia volumes, as we started shipping the Lumia 520 and 720 in significant volumes. In the second quarter 2013, the vast majority of Smart Devices volumes were from Windows Phone 8-based Lumia products.
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The year-on-year increase in our Smart Devices ASP in the second quarter 2013 was primarily due to a positive mix shift towards sales of our Lumia products which carry a higher ASP than our Symbian products, partially offset by our pricing actions. Sequentially, the decrease in our Smart Devices ASP in the second quarter 2013 was primarily due to a negative mix shift towards sales of our lower priced Windows Phone 8-based Lumia products as well as our pricing actions.
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Nokia announced and started shipments in select markets of the Nokia Lumia 925, a new interpretation of its award-winning flagship, the Nokia Lumia 920. The Nokia Lumia 925 introduces metal for the first time to the Nokia Lumia range and includes the most advanced lens technology and next-generation imaging software to capture clearer and sharper pictures and video even in low light conditions. The Nokia Lumia 925 offers a variety of exclusive services such as Nokia Music for unlimited streaming of free playlists, integrated HERE services, and the option to add wireless charging with a snap-on wireless charging cover.
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Nokia announced the Nokia Lumia 928 smartphone, exclusive to Verizon Wireless. With a 8.7MP camera and Nokia’s PureView imaging innovation, the Nokia Lumia 928 delivers superior imaging and video performance that enables people to capture bright, blur free photos and videos, even in low light conditions. The sleek and stylish smartphone comes with the latest high-end Nokia Lumia experiences, including Nokia Music, HERE services, and built-in wireless charging.
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Nokia started shipping in volumes the Nokia Lumia 520, its most affordable Windows Phone 8 smartphone, delivering experiences normally found only in high-end smartphones, such as the same digital camera lenses found on the Nokia Lumia 920, Nokia Music for free music out of the box and even offline, and HERE services.
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Nokia’s Lumia range of smartphones continued to attract businesses, including Miele & Cie. KG, a global leader in domestic appliances and commercial machinery, which has chosen the Nokia Lumia range as the smartphone of choice for its global employees.
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The Windows Phone Store continued to strengthen in terms of the quantity and quality of applications. The Windows Phone Store today offers more than 165 000 applications and games.
The Q2’13-related improvements mentioned above and influencing the below chart were even more extensively discussed in my earlier posts:
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High-volume Nokia Lumia superphones with Windows Phone 8 extended on the top for China, and on the entry level needed for Asia and Middle-East as well UPDATE: at even lower price by 27% [‘Experiencing the Cloud’, Dec 5, 2012 – March 21, 2013] Note that the Lumia 520 W-CDMA mentioned there for ¥ 1299.00 [$209] is now (Aug 17) ¥ 899.00 [$147] while in India it is even lower priced at Rs 7,667+ [$124+]
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Nokia’s expanded, new risks and uncertainties for its Windows Phone strategy for 2013 [‘Experiencing the Cloud’, March 17, 2013]
while the Q3’13-related actions of improvements in these posts:
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Nokia Lumia 1020: an excellent case of Nokia’s contribution to Microsoft as a key innovation partner [‘Experiencing the Cloud’, July 12, 2013]
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Minutes of a high-octane but also expert evangelist CEO: Stephen Elop, Nokia [‘Experiencing the Cloud’, July 12, 2013]
Now look again at the performance chart for the reflections:
From the further decline of Asha Full Touch you could see that the Temporary Nokia setback in India [‘Experiencing the Cloud’, April 28, 2013] continued into the Q2’13 as well as the result of entry-level local brand Android smartphones being in heavy price competition with Nokia Asha Full Touch during Q2 while having superior hardware specifications. Even Samsung’s REX 70 competed in price with Asha Full Touch.
Nokia was talking in his Nokia Corporation Interim Report for Q2 2013 and January-June 2013 [press release, July 18, 2013] only about the following future-oriented actions that were introduced in Q2 in order to remedy this situation:
In Devices & Services, our Mobile Phones business unit started to demonstrate some signs of recovery in the latter part of the second quarter following a difficult start to the year. Also, towards the end of the second quarter, we started to ship the Asha 501, which brings a new design and user experience to the highly competitive sub-100 USD market. While we are very encouraged by the consumer response to our innovations in this price category, our Mobile Phones business unit is planning to take actions to focus its product offering and improve product competitiveness.
On a year-on-year basis, our Mobile Phones volumes in the second quarter 2013 were negatively affected by competitive industry dynamics, including intense smartphone competition at increasingly lower price points and intense competition at the low end of our product portfolio. Compared to the second quarter 2012, our Mobile Phones volumes declined across our portfolio, most notably for our non-full-touch devices that we sell to our customers for above EUR 30, partially offset by higher sales volumes of Asha full-touch smartphones.
Nokia started production at its new manufacturing facility in Hanoi, Vietnam. The new site has been established to produce our most affordable Asha smartphones and feature phones.
Nokia announced and started shipments of the Nokia Asha 501, the first of a new generation of smartphones to run on the new Asha platform. Retailing at a suggested price of USD 99, the Nokia Asha 501 offers users affordable smartphone design with bold color, a high-quality build and an innovative user interface. The new Asha platform also allows developers who write applications for the Nokia Asha 501 to reach all smartphones based on the new Asha platform without having to re-write code.
These things were already extensively discussed in my earlier posts:
- Nokia’s non-Windows crossroad [‘Experiencing the Cloud’, May 2, 2013]
- New Asha platform and ecosystem to deliver a breakthrough category of affordable smartphone from Nokia [‘Experiencing the Cloud’, May 9, 2013] my composite post of the all relevant launch information
- New Nokia Asha platform for developers [‘Experiencing the Cloud’, May 9, 2013] my composite post of the all relevant development platform information
- Nokia becoming the next Samsung from its new Vietnamese manufacturing base? [‘Experiencing the Cloud’, June 24, 2013]
And here is how Gartner was assessing the Q2’13 overall market situation and the changes:
Gartner Says Smartphone Sales Grew 46.5 Percent in Second Quarter of 2013 and Exceeded Feature Phone Sales for First Time [press release, Aug 14, 2013]
- Worldwide Mobile Phone Sales Grew 3.6 Percent in Second Quarter of 2013
- Microsoft Has Become the No. 3 Smartphone OS Overtaking BlackBerry
Worldwide mobile phone sales to end users totaled 435 million units in the second quarter of 2013, an increase of 3.6 percent from the same period last year, according to Gartner, Inc. Worldwide smartphone sales to end users reached 225 million units, up 46.5 percent from the second quarter of 2012. Sales of feature phones to end users totaled 210 million units and declined 21 percent year-over-year.
“Smartphones accounted for 51.8 percent of mobile phone sales in the second quarter of 2013, resulting in smartphone sales surpassing feature phone sales for the first time,” said Anshul Gupta, principal research analyst at Gartner. Asia/Pacific, Latin America and Eastern Europe exhibited the highest smartphone growth rates of 74.1 percent, 55.7 percent and 31.6 percent respectively, as smartphone sales grew in all regions.
Samsung maintained the No. 1 position in the global smartphone market, as its share of smartphone sales reached 31.7 percent, up from 29.7 percent in the second quarter of 2012 (see Table 1). Apple’s smartphone sales reached 32 million units in the second quarter of 2013, up 10.2 percent from a year ago.
Table 1
Worldwide Smartphone Sales to End Users by Vendor in 2Q13 (Thousands of Units)
Company
2Q13 Units
2Q13 Market Share (%)
2Q12 Units
2Q12 Market Share (%)
Samsung
71,380.9
31.7
45,603.8
29.7
Apple
31,899.7
14.2
28,935.0
18.8
LG Electronics
11,473.0
5.1
5,827.8
3.8
Lenovo
10,671.4
4.7
4,370.9
2.8
ZTE
9,687.6
4.3
6,331.4
4.1
Others
90,213.6
40.0
62,704.0
40.8
Total
225,326.2
100.0
153,772.9
100.0
Source: Gartner (August 2013)
In the smartphone operating system (OS) market (see Table 2), Microsoft took over BlackBerry for the first time, taking the No. 3 spot with 3.3 percent market share in the second quarter of 2013. “While Microsoft has managed to increase share and volume in the quarter, Microsoft should continue to focus on growing interest from app developers to help grow its appeal among users,” said Mr. Gupta. Android continued to increase its lead, garnering 79 percent of the market in the second quarter.
Table 2
Worldwide Smartphone Sales to End Users by Operating System in 2Q13 (Thousands of Units)
Operating System
2Q13 Units
2Q13 Market Share (%)
2Q12 Units
2Q12 Market Share (%)
Android
177,898.2
79.0
98,664.0
64.2
iOS
31,899.7
14.2
28,935.0
18.8
Microsoft
7,407.6
3.3
4,039.1
2.6
BlackBerry
6,180.0
2.7
7,991.2
5.2
Bada
838.2
0.4
4,208.8
2.7
Symbian
630.8
0.3
9,071.5
5.9
Others
471.7
0.2
863.3
0.6
Total
225,326.2
100.0
153,772.9
100.0
Source: Gartner (August 2013)
Mobile Phone Vendor Perspective
Samsung: Samsung remained in the No. 1 position in the overall mobile phone market, with sales to end users growing 19 percent in the second quarter of 2013 (see Table 3). “We see demand in the premium smartphone market come mainly from the lower end of this segment in the $400-and-below ASP mark. It will be critical for Samsung to step up its game in the mid-tier and also be more aggressive in emerging markets. Innovation cannot be limited to the high end,” said Mr. Gupta.
Nokia: Slowing demand of feature phone sales across many markets worldwide, and fierce competition in the smartphone segment, affected Nokia’s mobile phone sales in the second quarter of 2013. Nokia’s mobile phone sales totaled 61 million units, down from 83 million units a year ago. Nokia’s Lumia sales grew 112.7 percent in the second quarter of 2013 thanks to its expanded Lumia portfolio, which now include Lumia 520 and Lumia 720. “With the recent announcement of the Lumia 1020, Nokia has built a wide portfolio of devices at multiple price points, which should boost Lumia sales in the second half of 2013,” said Mr. Gupta. “However, Nokia is facing tough competition from Android devices, especially from regional and Chinese manufacturers which are more aggressive in terms of price points.”
Apple: While sales continued to grow, the company faced a significant drop in the ASP of its smartphones. Despite the iPhone 5 being the most popular model, its ASP declined to the lowest figure registered by Apple since the iPhone’s launch in 2007. The ASP reduction is due to strong sales of the iPhone 4, which is sold at a strongly discounted price. “While Apple’s ASP demonstrates the need for a new flagship model, it is risky for Apple to introduce a new lower-priced model too,” said Mr. Gupta. “Although the possible new lower-priced device may be priced similarly to the iPhone 4 at $300 to $400, the potential for cannibalization will be much greater than what is seen today with the iPhone 4. Despite being seen as the less expensive sibling of the flagship product, it would represent a new device with the hype of the marketing associated with it.”
Lenovo: Lenovo’s mobile phone sales grew 60.6 percent to reach 11 million units in the second quarter of 2013. Lenovo’s quarter performance was bolstered by smartphone sales. Its smartphone sales grew 144 percent year-over-year and helped it rise to the No. 4 spot in the worldwide smartphone market for the first time. Lenovo continues to rely heavily on its home market in China, which represents more than 95 percent of its sales. It remains challenging for Lenovo to expand outside China as it has to strengthen its direct channel as well as its relationships with communications service providers.
Table 3
Worldwide Mobile Phone Sales to End Users by Vendor in 2Q13 (Thousands of Units)
Company
2Q13 Units
2Q13 Market Share (%)
2Q12 Units
2Q12 Market Share (%)
Samsung
107,526.0
24.7
90,432.1
21.5
Nokia
60,953.7
14.0
83,420.1
19.9
Apple
31,899.7
7.3
28,935.0
6.9
LG Electronics
17,016.4
3.9
14,345.4
3.4
ZTE
15,280.7
3.5
17,198.2
4.1
Huawei
11,275.1
2.6
10,894.2
2.6
Lenovo
10,954.8
2.5
6,821.7
1.6
TCL Communi-cation [Alcatel]
10,134.3
2.3
9,355.7
2.2
Sony Mobile Communications
9,504.7
2.2
7,346.8
1.7
Yulong [Coolpad]
7,911.5
1.8
4,016.2
1.0
Others
152,701.5
35.1
147,354.60
35.1
Total
435,158.4
100.0
420,120.0
100.0
Source: Gartner (August 2013)
“With second quarter of 2013 sales broadly on track, we see little need to adjust our expectations for worldwide mobile phone sales forecast to total 1.82 billion units this year. Flagship devices brought to market in time for the holidays, and the continued price reduction of smartphones will drive consumer adoption in the second half of the year,” said Mr. Gupta.
Additional information is in the Gartner report “Market Share Analysis: Mobile Phones, Worldwide, 2Q13.” The report is available on Gartner’s website at http://www.gartner.com/document/2573119.
Google Play catchup with iOS App Store and its way of assuring compatibility across Android 1.6 to 4.3
OR Google Play, a digital application distribution platform for Android (the former Android Market) and an online electronics and digital media store, is still to catch up with the Apple iOS App Store in terms of top apps and revenue but coming on par with it in terms of downloads
Half of top iPad apps either unavailable or not optimized on Android [Canalys press release, Aug 14, 2013] – 30% of the top 50 free and paid iPad apps in the US are absent from Google Play
The top 20 app lists referenced in the Canalys press release, ‘Half of top iPad apps either unavailable or not optimized on Android’ (published 14 August 2013). You can dowload the full top 50 app lists HERE.
New Canalys’ App Interrogator research highlights one of the deficiencies of the Android ecosystem: limited availability of high-quality, tablet-optimized apps in the Google Play store. Of the top 50 paid and free iPad apps in Apple’s US App Store, based on aggregated daily rankings in the first half of 2013, 30% were absent from Google Play. A further 18% were available, but not optimized for tablet users, offering no more than a smart phone app blown up to the size of a tablet screen.
Just 52% of apps had Android versions both available through Google Play and optimized (if only a little) for tablet use. ‘Quite simply, building high-quality app experiences for Android tablets has not been among many developers’ top priorities to date,’ said Canalys Senior Analyst Tim Shepherd. ‘That there are over 375,000 apps in the Apple App Store that are designed with iPad users in mind, versus just a fraction of this – in the low tens of thousands – available through Google Play, underscores this point.’
Canalys expects this to change as the addressable base of devices continues to soar and Google brings improvements to the Play store, but points out that Google needs to do more to encourage greater numbers of developers to invest in delivering high-quality Android tablet apps quickly, else it risks disappointing consumers with weak app experiences in the short term.
The 52% of top apps available through Google Play and optimized for tablets also includes six titles that appear as top paid titles on iOS, but are only available as free, ad-supported versions on Android. ‘While nominally free, set against a paid version of the app, ad-supported offerings typically deliver a poorer and often more limited user experience, sometimes taking a considerable toll on device battery life and often subjecting users to unskippable videos or other unpopular intrusions,’ said Canalys Analyst Daniel Matte.
It is important that Google wins consumers’ trust and encourages them to register credit cards and billing details, so that the barrier to them spending money on apps – and other content – is reduced at the point of purchase. ‘Improved consumer willingness to spend will increase developers’ monetization potential and options, and help to reduce their reliance on in-app ads, leading over time to an increase in app quality,’ said Matte.
It will also make the Android tablet opportunity more enticing for developers and increase the revenue potential of the Play store and ecosystem for Google. ‘To take the Play ecosystem to the next level, Google needs more than just a large addressable base of devices. App developers need to see clear potential to build robust and sustainable business models around apps built for the platform, so increasing monetization potential must be a priority,’ said Shepherd. ‘And for tablet apps in particular, Google should go further with changes to the Play store to ensure more rigorously managed, high-quality, optimized experiences are highlighted, to the benefit of consumers, and to reward those developers who invest the time and resources in building them with improved discoverability.’
The top 50 lists [of both the “Top 50 paid tablet apps (Apple App Store, H1 2013)” and the “Top 50 free tablet apps (Apple App Store, H1 2013)”]referenced in this release can be viewed here.
About Canalys
Canalys is an independent analyst firm that strives to guide clients on the future of the technology industry and to think beyond the business models of the past. We deliver smart market insights to IT, channel and service provider professionals around the world. Our customer-driven analysis and consulting services empower businesses to make informed decisions and generate sales. We stake our reputation on the quality of our data, our innovative use of technology, and our high level of customer service.
App Store Market Q2 2013: Google Play Exceeds iOS App Store in App Downloads by 10%
Riding strong performances in India and Brazil, Google Play’s total app downloads were higher than those in the iOS App Store in Q2 2013.
Though Google Play had more downloads, the iOS App Store still generated 2.3x the revenue.
Bertrand Schmitt Interview – GigaOM Mobilize 2012 [AppAnnieTV YouTube channel, Oct 10, 2012]
App Annie Reports Google Play Exceeds iOS App Store in App Downloads by 10% in Q2 2013
App Annie has released its 2nd quarter mobile platform analysis and reports that Google Play has exceeded the iOS App Store downloads by 10%. While iOS is behind Android in downloads, still generates 2.3 times the revenue.
For iOS, the top countries by number of downloads were: (1) – United States; (2) China; (3) Japan; (4) United Kingdom; and (5) Russia, with the US and China making up around 40% of the market. The top countries by revenue were: (1)United States; (2) Japan; (3) United Kingdom; (4) Australia; and (5)China, with Australia moving to #4 and China dropping to #5 compared to Q1.
For Android, the top countries by download were: (1) United States; (2) South Korea; (3) India; (4) Russia; and (5) Brazil putting three emerging markets (South Korea, Russia, and Brazil) into the top 5. The top countries for revenue were: (1) Japan; (2) South Korea; (3) United States; (4) Germany; and (5) United Kingdom with Germany and the UK swapping spots.
Games have not slowed down and are still at the top of revenue and download charts for both iOS and Android.
For iOS, the top countries by app category downloads were: (1) Games; (2) Entertainment; (3) Photo & Video: (4) Lifestyle and (5) Utilities with games garnering 40% of downloads. The top iOS revenue by category were: (1) Games; (2) Social Networking; (3) Music; (4) Productivity; and (5) Entertainment with games taking almost a 75% share.
For Android, the top countries by app category downloads were: (1) Games; (2) Communication; (3) Tools; (4) Entertainment and (5) Social with communication apps moving up one. The top Android revenue by category were: (1) Games: (2) Communication; (3) Social; (4) Travel and Local; and (5) Tools with games accounting for over 80% of revenue.
The Global App Store Economy – Olivier Bernard, App Annie [Welcome to Nevosoft.Ru YouTube channel, April 4, 2013]
Google Play Now Generates More Downloads Than iOS App Store
The latest App Annie statistics show that Google GOOG -1.38% has already overtaken iOS in app downloads. This has happened far faster than anyone would have expected even one year ago. One factor here was the massive surge in Android app downloads in Japan and South Korea in 1Q 2013. What finally pushed Google into lead was another surge in India and Russia during 2Q 2013. Russia and Brazil have become Top Five countries for Google Play app download volume, which bodes well for future growth of the platform.
On app revenue front, iOS still leads Google Play by 130%. Yet even this lead has been shrinking rapidly – less than two years ago, the iOS lead was more than 400%. It now seems that it will be only a matter of time before Google will overtake iOS in revenue generation. The key here is the flood of cheap Android models that have started dominating the smartphone markets of China, India, Russia and Brazil, the most important growth engines of the global smartphone industry.
Much now depends on h0w low Apple AAPL +2.42% will price the new budget iPhone. Apple may value its hardware margins highly, but app market leadership is exceptionally important in attracting the best app developer talent and thus ensuring long term success of the entire OS ecosystem. Apple clearly needs to hit Google hard in Latin America, India and China before Android app market takes over these regions decisively.
More at: http://blog.appannie.com/app-annie-index-market-q2-2013/ [July 31, 2013]
Global Trends in App Store Monetization | Junde YU [CasualConnect YouTube channel, June 5, 2013]
Month Report Webinar: A Granular App Level Look at Revenues: Google Play vs Apple App Store
[distimo YouTube channel, June 7, 2013]
Google Play Revenue Up 67% Over Past 6 Months, Fueled By Japan & S. Korea [TechCrunch, Aug 12, 2013]
Google’s Android app marketplace, Google Play, has seen significant revenue growth this year, fueled in large part by Japan and South Korea. In a new report released today by app store analytics firm Distimo, the company found that Google Play’s revenue grew by 67 percent over the past six months, while Apple’s App Store revenue grew by just 15 percent during the same time frame.
While these numbers reflect the impact Android’s massive market share is having on the app industry, it’s worth noting that of the two app stores, the Apple App Store’s market is still the largest, and continues to see more than two times the revenue of Google Play.
That latter figure varies a bit from an earlier report put out by competing analytics firm App Annie in April, which found that Apple’s App Store earned around 2.6 times more revenue in the preceding quarter. But not only do the firms’ methodologies differ in general, Distimo looked at the earnings of all ranked apps in the 18 largest countries over 6 months, while App Annie’s data was, as noted above, for the quarter.
That being said, Google Play’s revenue growth is notable. While only 25 percent of the revenue from the two stores combined came from Google Play in February 2013, this went up 8 percentage points to reach 33 percent by July.
…
Tanisha Gupta Discusses Distimo’s Mobile Conversion Tracking Technology [TheMailDotCom1 YouTube channel, Aug 2, 2013]
Celebrating Google Play’s first birthday
[Official Android Blog, March 6, 2013]
Accessing digital entertainment should be simple, whether you like to read books on your tablet, listen to music on your phone and computer, or watch movies on all three. That’s why one year ago today we launched Google Play, where you can find and enjoy your favorite music, movies, books and apps on your Android phone and tablet, or on the web.
Google Play has grown rapidly in the last year, bringing you more content in more languages and places around the globe. In addition to offering more than 700,000 apps and games, we’ve partnered with all of the major music companies, movie studios and publishers to bring you the music, movies, TV shows, books and magazines you love. And we’ve added more ways for you to buy them, including paying through your phone bill and gift cards, which we’re beginning to roll out in the U.K. this week.
Since no birthday is complete without presents, we’re celebrating with a bunch of special offers across the store on songs, TV shows, movies and books. We’re even offering a collection of games with some fun birthday surprises created by developers.
It’s been a busy year, but we’re just getting started. We look forward to many more years of bringing you the best in entertainment!
Introducing Google Play: All your entertainment, anywhere you go [Google Official Blog, March 6, 2012]
Entertainment is supposed to be fun. But in reality, getting everything to work can be the exact opposite—moving files between your computers, endless syncing across your devices, and wires…lots of wires. Today we’re eliminating all that hassle with Google Play, a digital entertainment destination where you can find, enjoy and share your favorite music, movies, books and apps on the web and on your Android phone or tablet. Google Play is entirely cloud-based so all your music, movies, books and apps are stored online, always available to you, and you never have to worry about losing them or moving them again.
Introducing Google Play [googleplay YouTube channel, March 6, 2012]
Your favorite entertainment is now all in one place, always accessible on the web and across your Android devices.With Google Play you can:
- Store up to 20,000 songs for free and buy millions of new tracks
- Download more than 450,000 Android apps and games
- Browse the world’s largest selection of eBooks
- Rent thousands of your favorite movies, including new releases and HD titles
Starting today, Android Market, Google Music and the Google eBookstore will become part of Google Play. On your Android phone or tablet, we’ll be upgrading the Android Market app to the Google Play Store app over the coming days. Your videos, books and music apps (in countries where they are available) will also be upgraded to Google Play Movies, Google Play Books and Google Play Music apps. The music, movies, books and apps you’ve purchased will continue to be available to you through Google Play—simply log in with your Google account like always.
To celebrate, we’ll be offering a different album, book, video rental and Android app at a special price each day for the next week in our “7 Days to Play” sale. In the U.S., today’s titles include the collection of top 40 hits Now That’s What I Call Music 41, the popular game Where’s My Water, the novel Extremely Loud and Incredibly Close and the movie Puncture for just 25 cents each. In addition, you’ll find great collections of hip-hop, rock and country albums for $3.99 all week, detective novels from $2.99, some of our editorial team’s favorite movies from 99 cents, and our favorite apps from 49 cents.
In the U.S., music, movies, books and Android apps are available in Google Play. In Canada and the U.K., we’ll offer movies, books and Android apps; in Australia, books and apps; and in Japan, movies and apps. Everywhere else, Google Play will be the new home for Android apps. Our long-term goal is to roll out as many different types of content as possible to people around the world, and we’ll keep adding new content to keep it fresh.
To learn more, head over to play.google.com/about or keep up with the latest on our Google+ page. If you’re headed to Austin later this week for South by Southwest, come to the Google Village to see Google Play in action. We can’t wait for you to try Google Play and experience a simpler way to manage your entertainment.
Posted by Jamie Rosenberg, Director of Digital Content
Android Apps on Google Play [googleplay YouTube channel, March 6, 2012]
Supported devices [Android Developer Help, Aug 5, 2013]
The following is a list of devices that are supported for use with Google Play. This list is sorted alphabetically by manufacturer. You can also search within this page to find your device (PC: Ctrl + F, Mac: Command + F).
If you’re experiencing issues with the Google Play website or the Google Play app, please verify that your device is included on the list below. If your device isn’t listed, it’s possible that your device is newly released or may not be listed for other reasons. If you need further information on whether your device is supported for use with Google Play, please contact your device manufacturer for further support.
Note: Some devices are listed by their official model number. To find your model number, go to Settings > About Phone > Model Number on your device.
This list was last updated on 8/5/2013.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
…
Google Apps on Android [GApps] [Google site, created on June 27, 2012]
… [Google Keyboard Hangouts Keep]
Featured Apps
Google Search
Quickly & easily find what you need on the web & your phone or tablet.
Download App
Chrome for Android
Browse fast & bring your personalized Chrome with you.
Download App
Google Maps for Android
Never get lost as you go to new places & old favorites.
Download App
Google+
Stay connected and share life as it happens.
Download App
Google Play Books
Read the books you love, everywhere you are.
Download App
Google Play Magazines
Read your favorite magazines, everywhere you are.
Download App
Google Play Music
Play your music instantly, anywhere.
Download App
Google Play Movies & TV
Watch movies & TV shows instantly, anywhere.
Download App
YouTube
Millions of videos at your fingertips, available on the go.
Download App
Google Drive
One place to create, share, collaborate & keep your stuff, available on all your devices.
Download App
Gmail
Get smarter email wherever you are.
Download App
Google Wallet
Make your phone your wallet.
Download App
Google Offers
Discover, buy and redeem great deals with your Android device.
Download App
… [ Voice Search Google Translate Google Earth Google Goggles Google Currents Google Voice Google Shopper Schemer My Tracks Google Finance Blogger Orkut Authenticator ]
A Note on Google Apps for Android [Android Developers Blog, Sept 25, 2009]
Lately we’ve been busy bees in Mountain View, as you can see from the recent release of Android 1.6 to the open-source tree, not to mention some devices we’re working on with partners that we think you’ll really like. Of course, the community isn’t sitting around either, and we’ve been seeing some really cool and impressive things, such as the custom Android builds that are popular with many enthusiasts. Recently there’s been some discussion about an exchange we had with the developer of one of those builds, and I’ve noticed some confusion around what is and isn’t part of Android’s open source code. I want to take a few moments to clear up some of those misconceptions, and explain how Google’s apps for Android fit in.
Everyone knows that mobile is a big deal, but for a long time it was hard to be a mobile app developer. Competing interests and the slow pace of platform innovation made it hard to create innovative apps. For our part, Google offers a lot of services — such as Google Search, Google Maps, and so on — and we found delivering those services to users’ phones to be a very frustrating experience. But we also found that we weren’t alone, so we formed the Open Handset Alliance, a group of like-minded partners, and created Android to be the platform that we all wished we had. To encourage broad adoption, we arranged for Android to be open-source. Google also created and operates Android Market as a service for developers to distribute their apps to Android users. In other words, we created Android because the industry needed an injection of openness. Today, we’re thrilled to see all the enthusiasm that developers, users, and others in the mobile industry have shown toward Android.
With a high-quality open platform in hand, we then returned to our goal of making our services available on users’ phones. That’s why we developed Android apps for many of our services like YouTube, Gmail, Google Voice, and so on. These apps are Google’s way of benefiting from Android in the same way that any other developer can, but the apps are not part of the Android platform itself. We make some of these apps available to users of any Android-powered device via Android Market, and others are pre-installed on some phones through business deals. Either way, these apps aren’t open source, and that’s why they aren’t included in the Android source code repository. Unauthorized distribution of this software harms us just like it would any other business, even if it’s done with the best of intentions.
I hope that clears up some of the confusion around Google’s apps for Android. We always love seeing novel uses of Android, including custom Android builds from developers who see a need. I look forward to seeing what comes next!
Compatibility Test Suite
[Frequently Asked Questions | Android Open Source, created on May 24, 2010; excerpted on Aug 15, 2013]
Compatibility Test Suite
What is the purpose of the CTS?
The Compatibility Test Suite is a tool used by device manufacturers to help ensure their devices are compatible, and to report test results for validations. The CTS is intended to be run frequently by OEMs throughout the engineering process to catch compatibility issues early.
What kinds of things does the CTS test?
The CTS currently tests that all of the supported Android strong-typed APIs are present and behave correctly. It also tests other non-API system behaviors such as application lifecycle and performance. We plan to add support in future CTS versions to test “soft” APIs such as Intents as well.
Will the CTS reports be made public?
Yes. While not currently implemented, Google intends to provide web-based self-service tools for OEMs to publish CTS reports so that they can be viewed by anyone. CTS reports can be shared as widely as manufacturers prefer.
How is the CTS licensed?
The CTS is licensed under the same Apache Software License 2.0 that the bulk of Android uses.
Does the CTS accept contributions?
Yes please! The Android Open-Source Project accepts contributions to improve the CTS in the same way as for any other component. In fact, improving the coverage and quality of the CTS test cases is one of the best ways to help out Android.
Can anyone use the CTS on existing devices?
The Compatibility Definition Document requires that compatible devices implement the ‘adb’ debugging utility. This means that any compatible device — including ones available at retail — must be able to run the CTS tests.
Compatibility [Frequently Asked Questions | Android Open Source, created on May 24, 2010; excerpted on Aug 15, 2013]
Compatibility
What does “compatibility” mean?
We define an “Android compatible” device as one that can run any application written by third-party developers using the Android SDK and NDK. We use this as a filter to separate devices that can participate in the Android app ecosystem, and those that cannot. Devices that are properly compatible can seek approval to use the Android trademark. Devices that are not compatible are merely derived from the Android source code and may not use the Android trademark.
In other words, compatibility is a prerequisite to participate in the Android apps ecosystem. Anyone is welcome to use the Android source code, but if the device isn’t compatible, it’s not considered part of the Android ecosystem.
What is the role of Google Play in compatibility?
Devices that are Android compatible may seek to license the Google Play client software. This allows them to become part of the Android app ecosystem, by allowing users to download developers’ apps from a catalog shared by all compatible devices. This option isn’t available to devices that aren’t compatible.
What kinds of devices can be Android compatible?
The Android software can be ported to a lot of different kinds of devices, including some on which third-party apps won’t run properly. The Android Compatibility Definition Document (CDD) spells out the specific device configurations that will be considered compatible.
For example, though the Android source code could be ported to run on a phone that doesn’t have a camera, the CDD requires that in order to be compatible, all phones must have a camera. This allows developers to rely on a consistent set of capabilities when writing their apps.
The CDD will evolve over time to reflect market realities. For instance, the 1.6 CDD only allows cell phones, but the 2.1 CDD allows devices to omit telephony hardware, allowing for non-phone devices such as tablet-style music players to be compatible. As we make these changes, we will also augment Google Play to allow developers to retain control over where their apps are available. To continue the telephony example, an app that manages SMS text messages would not be useful on a media player, so Google Play allows the developer to restrict that app exclusively to phone devices.
If my device is compatible, does it automatically have access to Google Play and branding?
Google Play is a service operated by Google. Achieving compatibility is a prerequisite for obtaining access to the Google Play software and branding. Device manufacturers should contact Google to obtain access to Google Play.
If I am not a manufacturer, how can I get Google Play?
Google Play is only licensed to handset manufacturers shipping devices. For questions about specific cases, contact android-partnerships@google.com.
How can I get access to the Google apps for Android, such as Maps?
The Google apps for Android, such as YouTube, Google Maps and Navigation, Gmail, and so on are Google properties that are not part of Android, and are licensed separately. Contact android-partnerships@google.com for inquiries related to those apps.
Is compatibility mandatory?
No. The Android Compatibility Program is optional. Since the Android source code is open, anyone can use it to build any kind of device. However, if a manufacturer wishes to use the Android name with their product, or wants access to Google Play, they must first demonstrate that the device is compatible.
How much does compatibility certification cost?
There is no cost to obtain Android compatibility for a device. The Compatibility Test Suite is open-source and available to anyone to use to test a device.
How long does compatibility take?
The process is automated. The Compatibility Test Suite generates a report that can be provided to Google to verify compatibility. Eventually we intend to provide self-service tools to upload these reports to a public database.
Who determines what will be part of the compatibility definition?
Since Google is responsible for the overall direction of Android as a platform and product, Google maintains the Compatibility Definition Document for each release. We draft the CDD for a new Android version in consultation with a number of OEMs, who provide input on its contents.
How long will each Android version be supported for new devices?
Since Android’s code is open-source, we can’t prevent someone from using an old version to launch a device. Instead, Google chooses not to license the Google Play client software for use on versions that are considered obsolete. This allows anyone to continue to ship old versions of Android, but those devices won’t use the Android name and will exist outside the Android apps ecosystem, just as if they were non-compatible.
Can a device have a different user interface and still be compatible?
The Android Compatibility Program focuses on whether a device can run third-party applications. The user interface components shipped with a device (such as home screen, dialer, color scheme, and so on) does not generally have much effect on third-party apps. As such, device builders are free to customize the user interface as much as they like. The Compatibility Definition Document does restrict the degree to which OEMs may alter the system user interface for areas that do impact third-party apps.
When are compatibility definitions released for new Android versions?
Our goal is to release new versions of Android Compatibility Definition Documents (CDDs) once the corresponding Android platform version has converged enough to permit it. While we can’t release a final draft of a CDD for an Android software version before the first flagship device ships with that software, final CDDs will always be released after the first device. However, wherever practical we will make draft versions of CDDs available.
How are device manufacturers’ compatibility claims validated?
There is no validation process for Android device compatibility. However, if the device is to include Google Play, Google will typically validate the device for compatibility before agreeing to license the Google Play client software.
What happens if a device that claims compatibility is later found to have compatibility problems?
Typically, Google’s relationships with Google Play licensees allow us to ask them to release updated system images that fix the problems.
The Benefits & Importance of Compatibility [Official Android Blog, Sept 15, 2012]
We built Android to be an open source mobile platform freely available to anyone wishing to use it. In 2008, Android was released under the Apache open source license and we continue to develop and innovate the platform under the same open source license — it is available to everyone at: http://source.android.com. This openness allows device manufacturers to customize Android and enable new user experiences, driving innovation and consumer choice.
As the lead developer and shepherd of the open platform, we realize that we have a responsibility to app developers — those who invested in the platform by adopting it and building applications specifically for Android. These developers each contribute to making the platform better — because when developers support a platform with their applications, the platform becomes better and more attractive to consumers. As more developers build great apps for Android, more consumers are likely to buy Android devices because of the availability of great software content (app titles like Fruit Ninja or Google Maps). As more delighted consumers adopt Android phones and tablets, it creates a larger audience for app developers to sell more apps. The result is a strategy that is good for developers (they sell more apps), good for device manufacturers (they sell more devices) and good for consumers (they get more features and innovation).
In biological terms, this is sometimes referred to as an ecosystem. In economic terms, this is known as a virtuous cycle — a set of events that reinforces itself through a feedback loop. Each iteration of the cycle positively reinforces the previous one. These cycles will continue in the direction of their momentum until an external factor intervenes and breaks the cycle.
When we first contemplated Android and formed the Open Handset Alliance, we wanted to create an open virtuous cycle where all members of the ecosystem would benefit. We thought hard about what types of external factors could intervene to weaken the ecosystem as a whole. One important external factor we knew could do this was incompatibilities between implementations of Android. Let me explain:
Imagine a hypothetical situation where the platform on each phone sold was just a little bit different. Different enough where Google Maps would run normally on one phone but run terribly slow on another. Let’s say, for sake of example, that Android implemented an API that put the phone to sleep for a fraction of a second to conserve battery life when nothing was moving on the screen. The API prototype for such a function might look like SystemClock.sleep(millis) where the parameter “millis” is the number of milliseconds to put the device to sleep for.
If one phone manufacturer implemented SystemClock.sleep() incorrectly, and interpreted the parameter as Seconds instead of Milliseconds, the phone would be put to sleep a thousand times longer than intended! This manufacturer’s phone would have a terrible time running Google Maps. If apps don’t run well across devices due to incompatibilities, consumers would leave the ecosystem, followed by developers. The end of the virtuous cycle.
We have never believed in a “one size fits all” strategy, so we found a way to enable differentiation for device manufactures while protecting developers and consumers from incompatibilities by offering a free “compatibility test suite” (CTS). CTS is a set of software tools that tests and exercises the platform to make sure that (for example) SystemClock.sleep(millis) actually puts the device to sleep for only milliseconds. Like Android, the test suite is freely available to everyone under the Apache open source license: http://source.android.com/compatibility/cts-intro.html
While Android remains free for anyone to use as they would like, only Android compatible devices benefit from the full Android ecosystem. By joining the Open Handset Alliance, each member contributes to and builds one Android platform — not a bunch of incompatible versions. We’re grateful to the over 85 Open Handset Alliance members who have helped us build the Android ecosystem and continue to drive innovation at an incredible pace. Thanks to their support the Android ecosystem now has over 500 million Android-compatible devices and counting!
Posted by Andy Rubin, Senior Vice President of Mobile and Digital Content
On Android Compatibility [Android Developers Blog, May 31, 2010]
[This post is by Dan Morrill, Open Source & Compatibility Program Manager. — Tim Bray]
At Google I/O 2010, we announced that there are over 60 Android models now, selling 100,000 units a day. When I wear my open-source hat, this is exciting: every day the equivalent of the entire population of my old home city starts using open-source software, possibly for the first time. When I put on my hat for Android Compatibility, this is humbling: that’s a whole lotta phones that can all share the same apps.
Another thing we launched at Google I/O was an upgraded and expanded source.android.com. The new version has refreshed info on the Android Open-Source Project, and some new tips and tools for device manufacturers — useful if you’re an OEM. However, it also has details on the Android compatibility program, now. This is also aimed mostly at OEMs, but Tim Bray suggested that developers might be interested in a peek at how we keep those 100,000 devices marching to the same beat, every day. So here I am, back on the blog.
The F-word, or, Remember remember the fifth of November
I remember sitting with my colleagues in a conference room in Building 44 on November 5, 2007, listening to Andy Rubin and Eric Schmidt announce Android to the world. I remember a lot of the press stories, too. For instance, Android was “just words on paper” which was especially entertaining since I knew we were getting ready to launch the first early-look SDK a mere week later.
Another meme I remember is… yes, “fragmentation”. Literally before the close of business on the same day we announced Android (4:46pm to be precise), I saw the first article about Android “fragmentation.” The first day wasn’t even over yet, and the press had already decided that Android would have a “fragmentation” problem.
The thing is, nobody ever defined “fragmentation” — or rather, everybody has a different definition. Some people use it to mean too many mobile operating systems; others to refer to optional APIs causing inconsistent platform implementations; still others use it to refer to “locked down” devices, or even to the existence of multiple versions of the software at the same time. I’ve even seen it used to refer to the existence of different UI skins. Most of these definitions don’t even have any impact on whether apps can run!
Because it means everything, it actually means nothing, so the term is useless. Stories on “fragmentation” are dramatic and they drive traffic to pundits’ blogs, but they have little to do with reality. “Fragmentation” is a bogeyman, a red herring, a story you tell to frighten junior developers. Yawn.
Compatibility
Now, that’s not to say that there aren’t real challenges in making sure that Android devices are compatible with each other, or that there aren’t very real concerns that keep app developers awake at night. There definitely are, and I spend a great deal of time indeed thinking about them and addressing them. The trick is to define them clearly.
We define “Android compatibility” to be the ability of a device to properly run apps written with the Android SDK. This is a deceptively simple way to frame it, because there are a number of things that can go wrong. Here are a few:
Bugs – devices might simply have bugs, such as a buggy Bluetooth driver or an incorrectly implemented GPS API.
Missing components – devices might omit hardware (such as a camera) that apps expect, and attempt to “fake” or stub out the corresponding API.
Added or altered APIs – devices might add or alter APIs that aren’t part of standard Android. Done correctly this is innovation; done poorly and it’s “embrace and extend”.
Each of these is an example of something that can make an app not run properly on a device. They might run, but they won’t runproperly. These are the things that I spend my time preventing.
How It Works
As stewards of the platform we realize that it’s vital to allow only compatible devices to participate in the Android ecosystem. So, we make compatibility a strict prerequisite for access to Android Market and the right to use the Android name. This means that developers can rely on the fact that Android Market — the keystone of the Android ecosystem — will only allow their apps to run on compatible devices. It’s pretty self-evident that a single app ecosystem is better than many small ones, so OEMs are generally pretty motivated to ship compatible devices.
But motivation alone doesn’t get us very far without tools to actually ensure compatibility, which is where the Android compatibility program [page created on May 20, 2010] comes in. This program is like a stool with three legs: the Android source code, the Compatibility Definition Document, and the Compatibility Test Suite.
It all starts with the Android source code. Android is not a specification, or a distribution in the traditional Linux sense. It’s not a collection of replaceable components. Android is a chunk of software that you port to a device. For the most part, Android devices are running the same code. The fact that all Android devices run the same core Android code goes a long way toward making sure those devices all work the same way.
However, this doesn’t solve the problems of missing components or altered APIs, because the source code can always be tweaked. This is where the Compatibility Definition Document (or CDD) comes in. The CDD defines in gory detail exactly what is expected of Android devices. It clearly states, for example, that devices may not omit most components, and that the official Android APIs may not be altered. In a nutshell, the CDD exists to remove ambiguities around what’s required of an Android device.
Of course, none of that overcomes the simple reality of human error — bugs. This is where the Compatibility Test Suite comes in. The CTS is a collection of more than 20,000 test cases that check Android device implementations for known issues. Device makers run the CTS on their devices throughout the development process, and use it to identify and fix bugs early. This helps ensure that the builds they finally ship are as bug-free as possible.
Keeping Up with the Times
We’ve been operating this compatibility process with our OEM partners for over a year now, and it’s largely responsible for those 60+ device models being interoperable. However no process is ever perfect and no test suite is ever 100% comprehensive, and sometimes bugs get through. What happens then?
Well, we have great relationships with our OEMs, and like I said, they’re motivated to be compatible. Whenever we hear about a serious bug affecting apps, we report it to our partners, and they typically prepare a bugfix release and get it out to end users. We will also typically add a test case to the CTS to catch that problem for future devices. It’s an ongoing process, but generally our partners are as interested as we are in the user experience of the devices they sell.
The mobile industry today is “very exciting”, which is code for “changes painfully fast”. We believe that the only way Android will be a success is to keep up with that change, and ultimately drive that change. This means that over time, the CDD will also change. We’ll add new text to handle problem cases we encounter, and the actual requirements will change to accommodate the innovations happening in the field. For example, in the 2.1/Eclair CDD, we tweaked the CDD slightly to make telephony optional, which allows Android to ship compatibly on non-phone handheld devices. Whenever we do this, of course, we’ll make corresponding changes to the Android APIs and Android Market to make sure that your apps are protected from ill effects.
On a somewhat related note, a lot of ink has been spilled on the fact that there are multiple versions of Android out there in users’ hands at the same time. While it’s true that devices without the latest software can’t run some of the latest apps, Android is 100% forward compatible — apps written properly for older versions also run on the newest versions. The choice is in app developers’ hands as to whether they want to live on the bleeding edge for the flashiest features, or stay on older versions for the largest possible audience. And in the long term, as the mobile industry gets more accustomed to the idea of upgradeable phone software, more and more devices will be be upgraded.
What It Means for You
All that is great — but what does it mean for developers? Well, we put together a page in the SDK Documentation to explain this, so you should take a look there. But really it boils down to this:
As a developer, you simply decide what features your app requires, and list them in your app’s AndroidManifest.xml.
The Android compatibility program ensures that only compatible devices have access to Android Market.
Android Market makes sure your app is only visible to those devices where it will run correctly, by filtering your app from devices which don’t have the features you listed.
That’s all!
There almost certainly will be devices that have access to Android Market that probably weren’t quite what you had in mind when you wrote your app. But this is a very good thing — it increases the size of the potential audience for your app. As long as you accurately list your app’s requirements, we’ll do the rest and make sure that your app won’t be accessible to a device where it won’t run properly. After all, we’re app developers ourselves, and we know how painful it is to deal with users upset about an app not working on a device it wasn’t designed for.
Now, that’s not to say that we think our current solution is perfect — no solution is. But we’re continuously working on improvements to the SDK tools and Android Market to make your life as an Android developer even easier. Keep an eye on this blog and on the Android Market itself for the latest info.
Thanks for reading, and happy coding!
Android Compatibility Downloads [page created on May 19, 2010; content excerpted on Aug 15, 2013]
Thanks for your interest in Android Compatibility! The links below allow you to access the key documents and information.
Thanks for your interest in Android Compatibility! The links below allow you to access the key documents and information.
Android 4.3
Android 4.3 is the release of the development milestone code-named Jelly Bean-MR2 [July 24, 2013]. Source code for Android 4.3 is found in the ‘android-4.3_r1’ branch in the open-source tree.
- Android 4.3 Compatibility Definition Document (CDD)
- Android 4.3 R1 Compatibility Test Suite (CTS)
- Android 4.3 R1 CTS Verifier
Android 4.2
Android 4.2 is the release of the development milestone code-named Jelly Bean-MR1 [Oct 29, 2012]. Source code for Android 4.2 is found in the ‘android-4.2.2_r1’ branch in the open-source tree.
- Android 4.2 Compatibility Definition Document (CDD)
- Android 4.2 R4 Compatibility Test Suite (CTS)
- Android 4.2 R5 CTS Verifier
Android 4.1
Android 4.1.1 is the release of the development milestone code-named Jelly Bean [July 23, 2012]. Source code for Android 4.1.1 is found in the ‘android-4.1.1_r1’ branch in the open-source tree.
- Android 4.1 Compatibility Definition Document (CDD)
- Android 4.1 R3 Compatibility Test Suite (CTS)
- Android 4.1 R6 CTS Verifier
Android 4.0.3
Android 4.0.3 is the release of the development milestone code-named Ice Cream Sandwich [Dec 16, 2011]. Android 4.0.3 is the current version of Android. Source code for Android 4.0.3 is found in the ‘android-4.0.3_r1’ branch in the open-source tree.
- Android 4.0 Compatibility Definition Document (CDD)
- Android 4.0.3 R3 Compatibility Test Suite (CTS)
- Android 4.0.3 R2 CTS Verifier
Android 2.3
Android 2.3 is the release of the development milestone code-named Gingerbread [Dec 6, 2010]. Source code for Android 2.3 is found in the ‘gingerbread’ branch in the open-source tree.
- Android 2.3 Compatibility Definition Document (CDD)
- Android 2.3 R13 Compatibility Test Suite (CTS)
- Android 2.3 R3 CTS Verifier
Android 2.2
Android 2.2 is the release of the development milestone code-named FroYo [May 20, 2010]. Source code for Android 2.2 is found in the ‘froyo’ branch in the open-source tree.
Android 2.1
Android 2.1 is the release of the development milestone code-named Eclair [Jan 12, 2010]. Source code for Android 2.1 is found in the ‘eclair’ branch in the open-source tree. Note that for technical reasons, there is no compatibility program for Android 2.0 or 2.0.1, and new devices must use Android 2.1.
Android 1.6
Android 1.6 was the release of the development milestone code-named Donut [Sept 15, 2009]. Android 1.6 was obsoleted by Android 2.1. Source code for Android 1.6 is found in the ‘donut’ branch in the open-source tree.
Compatibility Test Suite Manual
The CTS user manual is applicable to any CTS version, but CTS 2.1 R2 and beyond require additional steps to run the accessibility tests.
CTS Media Files
These media files are required for the CTS media stress tests.
Older Android Versions
There is no Compatibility Program for older versions of Android, such as Android 1.5 (known in development as Cupcake). New devices intended to be Android compatible must ship with Android 1.6 or later.

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