Before a lot of consumers buy mobile phones, they are skeptical of the hype-like marketing concept in the face of a dazzling array of products. To be honest it is not easy to buy a flagship mobile phone as many promotions use the one-sided cognition of consumers to exaggerate. Today, I will give you a summary of the most common misunderstandings when buying a phone.
Myth No. 1: The E5 Screen Must be Superior to the E4 Screen.
Since E3, Samsung seems to have paid special attention to promoting the OLED screen of the E-series luminescent material. We can often see it at the launch of flagship mobile phones. In recent years, it has also undergone iterative updates from E3, E4 to E5. However, based on this familiarity in naming, many people will have the erroneous belief that the newer the luminescent material is used, the better the quality of the screen.
First of all, the parameters of the screen include many aspects. E5 can only represent the luminous material it employs, which primarily determines the screen’s brightness and power consumption.
Secondly, the screen using an E4 substrate is also divided into many grades.
In addition to a rigid and flexible 1080P and 2K resolution, the peak brightness also ranges from 1200nit to 1500nit, which means that the relatively high-end E4 can basically match the brightness of the E5.
Based on the current endurance test data of various media, it is difficult for us to draw the conclusion that models with E5 screens will save a lot more power than E4.
Furthermore, the viewing angle of the current E5 screen is generally lower than that of the E4.
Also, the color tends to be cooler when viewed indirectly, which may be related to the microprism structure used.
In addition, the current 2K specification E5 screens all use LTPO backplanes, which means that the low-frequency PWM dimming of full brightness is not friendly to some users who are sensitive to strobes (photosensitivity epilepsy).
By contrast, E4 screens in 2K and 1080P have LTPS backplane options, they have DC-like dimming at high brightness, and some models also support anti-flicker protection at low brightness.
Therefore, the stroboscopic problem is relatively alleviated.
In the same vein, the E4 material has quite a few rigid panels, and there will be obvious color casts and rainbow patterns at large angles, and the overall display effect is not as good as the flexible E3.
In general, on the one hand, we cannot judge the quality of the screen completely from the light-emitting substrate. Also, we need to look at various factors.
On the other hand, the difference between E4 and E5 itself is not big, so there is no need to worry too much about having to buy it. The so-called latest E5 screen.
Myth 2: The Larger the Heat Dissipation VC area, the better the performance of the mobile phone.
As the power consumption of flagship chips has remained high year after year, mobile phones often heat up, and games freeze and drop frames. Therefore, mobile phone cooling has become a hot topic recently, and various manufacturers continue to advertise their luxurious cooling specifications.
One of the most important indicators is the material and area of vapor chamber (VC) liquid cooling. But don’t think that the larger the VC heat dissipation area, the stronger the performance of the phone will be.
First of all, the higher heat dissipation specification does help the uniformity of the heat distribution of the mobile phone. The efficiency is always limited, and the heat will still be conducted to the surface of the phone.
In order to avoid this problem, most manufacturers will choose stricter temperature control to limit the performance release of the processor to achieve the effect of cooling. It is true that, for most users, the perception of temperature is far more sensitive than the frame rate.
A mobile phone with sufficient heat dissipation is relatively easy to run to full frames in low-to-medium-load games such as “Honor of Kings“, “League of Legends”, and “Peace Elite”, but in the face of high loads such as “Genshin Impact” For games, it is still common to use downclocked frame-locked scheduling.
Therefore, if you pursue the ultimate performance, you still have to take the evaluation results as the criterion and pay attention to which model is more active in actual scheduling. Of course, to achieve such a performance, the device must not get too hot. Under the current conditions, the heat dissipation back clip is an indispensable accessory.
Myth 3: The Greater the Memory Expansion, the Greater the Capability in the Background.
With the improvement of mobile phone performance, the apps we use are becoming more and more diverse and complex. The background activity capability of apps is determined by the amount of RAM on the phone. Apparently, no one wants to open another three or two apps and then switch back to the original app only to realize that it has closed.
When it comes to parameters related to background capabilities, many people first think of memory. After all, everyone is used to calling it “running memory.” The higher the capacity, the more software that can theoretically be run.
Although the maximum memory of mobile phones has reached 16GB or even 18GB, it is only exclusive to niche gaming phones, and mainstream products are still mainly 8GB and 12GB.
In the past two years, various mobile phone manufacturers have launched a concept called “memory fusion” (memory expansion).
In fact, the so-called memory expansion is not mysterious; it is the virtual memory function built into the Android system.
There is a software called Scene, which provides two functions, Swapfile and ZRAM (ZRAM = ramzswap = Compcache). As long as the mobile phone is in the ROOT state, the user can arbitrarily set the virtual memory.
Among them, ZRAM divides a part of the physical memory, compresses the inactive code part of the background application and the foreground application, decompresses the data when needed, and increases the memory in disguise by reducing the data size, at the cost of requiring CPU computing.
It also identifies which codes in the APP are inactive and increases CPU usage and power consumption.
Similarly, swap divides a small part of the ROM for use as RAM, which allows the system to run more programs at the same time, or programs that require more memory. The speed is much lower than that of memory, so the reading efficiency of applications opened in virtual memory will decrease, and the fluency is not as good as physical memory.
At present, most of the memory expansion of various Android manufacturers is based on ZRAM.
This move is supplemented by SWAP, which seeks a balance between power saving and smoothness as much as possible.
However, the factors that really affect the ability to stay in the background are not only memory. Most mobile phones still adopt strict background management strategies in order to ensure the fluency of the foreground programs and control the power consumption of the whole phone.
In this case, even if there is a larger physical memory, it may be difficult to improve the background survival rate. Consequently, many people will find that the experience is not much improved after turning on virtual memory.
Myth 4: The higher the Main Camera Pixel, the Clearer the picture.
Many consumers’ misunderstanding of the concept of pixels comes from the era of feature phones. For example, 1 million pixels is generally better than 300,000 pixels, which was indeed the case at the time.
However, with the development of smartphones today, the richness of mobile phone lens design solutions is far from comparable to that of the past. There are many mobile phones that boast 100 million pixels, but few of them can be impressive in terms of imaging effects. It can be said that there is no equilibrium between high pixel count and high image quality.
This is because the image quality of the camera depends not only on the number of pixels but also on the amount of light entering a unit pixel. The camera sensor itself is limited in size. If the number of pixels is too large, in an environment with insufficient light, the exposure of each pixel is likely to be insufficient, but instead, more noise will be generated, and the picture will be more blurred.
Mobile phone manufacturers are also well aware of this, so most of those so-called 100 million pixels still provide a multi-pixel integration method.
Users take pictures in automatic mode by default, and they still get pictures of about 12 million pixels. If users really want to use 100 million pixels, then they have to manually find the switch to enable it.
Moreover, there are some disadvantages to 100 million pixels. For example, the mobile phone requires more computation when shooting.
Secondly, the aperture speed may be slower; too many pixels make the sensor unable to support technologies such as full-pixel dual-core focusing, and the laser focusing module is also missing, so the focusing ability will become very poor, especially in low light environments.
It can be seen that this technology is still more gimmicky than practical in general, and the high-end flagships that really focus on images will not use it, except for Samsung’s own S Ultra lineups.
Myth No. 5: Hybrid Optical Zoom
Many manufacturers label Xx zoom to attract consumers who pay attention to zoom capability, but some users who know a little bit may know that mobile phone zoom is divided into two types: digital zoom and optical zoom. The optical zoom factor is the embodiment of the real physical focal length.
So the manufacturer has launched a new concept called “hybrid optical zoom.” So-called “hybrid optical zoom” refers to supplementing the lost details through another lens after digital zooming, so as to reduce the loss of image quality as much as possible, but it is still based on digital zooming in essence, not the “light” as the name sounds. Change”.
In addition, users who often use ultra-telephoto shooting should also pay attention to whether the telephoto lens has OIS (optical image stabilization). When using a zoom of more than 10 times without image stabilization, it is easy to shake hands and blur the film. The usability is relatively low.
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