Showing posts with label google. Show all posts
Showing posts with label google. Show all posts

Wednesday, March 20, 2019

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3 areas worth watching in Android Q
Six days into its life, we're still trying to figure out what Android Q is all about — what will come to define this latest Android release and end up having the most impact on us, as nose-breathing mammals who rely it on to power our cellular telephony gadgets.
We won't truly know Q's defining features until the software's further along in its development and all of its elements have been revealed, but having used it for several days now, some intriguing areas of progress are coming into focus — areas where Google is clearly working on refining the user experience and, in small but potentially significant measures, turning Android into an even more effective productivity tool.
Aside from the main stuff announced by Google and the critically important under-the-hood changes related to privacy, security, and performance, there are three specific areas I'd keep a close eye on as the Q train inches ever closer to its destination — and they're all areas that play pivotal roles in making our phones more pleasant to use and primed for efficiency.

1. Notifications

Up first: The way a smartphone handles notifications is more important now than ever, given how aware we're all becoming of the problematic nature of unnecessary distractions. Android's notifications have always been a strength of the platform, and with Q, Google's making some interesting moves to refine them further and make them easier to manage.
The first and most obvious change — one you may have heard about by now — is how notifications work within Q in terms of on-the-spot actions and commands. Just in case you've been resting under a rock and/or large pachyderm these past several days, swiping a notification to the right in any way in Android Q dismisses it, while swiping a notification to the left brings up the options for snoozing the alert to a later time or adjusting how and when that specific type of notification is able to interrupt you.
The placement of snoozing is a welcome change, if you ask me; previous versions of Android required you to do this awkward partial-swipe just the right amount (to either side) to find that option, and it was about as unnatural and unintuitive as — well, opting to spend your leisure time under a large elephant. This still isn't the massive expansion of Android's snoozing function I've been hoping to see, but hey — baby steps, right? It's certainly a toe in the right direction.
The notification control, meanwhile, is a nice little expansion from what was possible before (and you can still get to it by long-pressing a notification, too, by the way). Instead of simply being able to opt in or out of a notification entirely upon viewing it, like in previous versions of Android, Q allows you to choose from a series of slightly more nuanced options right then and there: blocking such notifications altogether, continuing to receive them normally, or continuing to receive them silently — with a visible alert but no accompanying sound or vibration.
You can even go a step further and tell Android to avoid putting an icon for any silenced notifications in your status bar — so the information will be there when you look for it but won't create any sort of visual distraction that demands your attention or takes your focus away from more important matters.
But wait! There's more: In addition to those surface-level changes, Android Q makes it possible to find and manage any notification types you've silenced — in case you ever tell a certain alert to go away and then later change your mind. Plus, every app's info page within the system settings now tells you how many alerts the app sends you on average each day, which can be a helpful way to assess your interruptions and figure out what types of alerts might be worth scaling back.
You can even break things down further by looking at the app's individual notification categories — the channels, in other words — and seeing how often each type of notification within an app interrupts you in an average day.
Other intriguing notification-related improvements in the works with Q include a customizable "time to read" setting, which lets you extend the length of time certain notification types remain on your screen, and an expanded Smart Reply system that could allow for suggested replies and contextual actions on any notification — regardless of whether the app explicitly supports the feature or not. A similar system debuted with Android Pie last year but required developers to support it in order for it to work, so it's still fairly limited in practical effect. (See the "Auto-replies" section on this page for some examples of what the updated system might be able to do.)
Last but not least, in a slightly strange twist, Google is apparently experimenting with an option to make all notifications appear as floating bubbles on your screen. This feels like a bit of a throwback to an interface trend from some years back (paging Link Bubble...), so it's a little confusing to see it being toyed around with now — but who knows? Maybe there'll be something worthwhile to it, provided it makes its way into the final Q release.

2. System navigation

The most transformative change from last year's Pie released was without a doubt its new gesture navigation system — something that dramatically affects the look and feel of Android and the very way you get around your phone.
Well, Qbert, it appears Google is at least considering some tweaks to that system for Q that could make it a bit more sensible and maybe even easier to use.
First, in this current beta, a new gesture gives you a faster and smoother way to snap between your two most recently used apps. In Pie, if you weren't aware, you can swipe to the right on the gesture nav bar to go back and forth between your current app and the one you had open previously. That gesture still works in Q — but you can also now do the same thing with a slight arc to avoid the zooming-out effect present in the traditional transition and get more of an instantaneous zap.
It's easiest to explain by illustration. Here's the standard app-snap gesture, as introduced in Pie (and be sure to watch toward the bottom of the screen to see how my finger is moving):
And here's the new arc-oriented alternative, present in this first Q beta:
As you can see, it's still a bit rough around the edges — especially with what's going on toward the bottom of the screen and in the top corners — but it certainly seems like a noteworthy potential new possibility for the shortcut-adoring efficiency-seekers among us.
More broadly yet, it looks like Google is at least experimenting with the idea of revamping Android's gesture system even further — possibly ditching the Back button entirely and replacing it with a left-swiping gesture or maybe going with a more revamped (and somewhat iPhone-reminiscent) setup.
Only time will tell what ends up making the cut — but, yeah: Suffice it to say, this is definitely an area to watch.

3. Power management

Last but not least is perhaps one of the least sexy but most important parts of the smartphone user experience: stamina. After all, if there's one area everyone complains about, it's a phone losing its staying power prematurately. (Hey, it happens to lots of phones. Don't feel bad.)
On the operating system level, Google's made some pretty significant progress with battery life in recent years — and with Q, a couple new touches suggest the effort isn't over yet. First, in terms of keeping tabs on your device's power and knowing when there's a cause for concern, Q introduces a new option to show the estimated time remaining on your current charge (based on typical usage patterns) right in the Quick Settings area. That one-swipe-away placement makes it much more useful than the current system of having to dig into the Battery section of your system settings to find that same info.
As of this first beta, the specific time estimate shows up only when you have the option to display your battery percentage in the status bar activated — and, from what I can tell, also only when you're using the default system launcher.
More useful yet, Android Q has a way to make the system's Battery Saver mode activate based on your own personal routine — the way you use your phone — so that it kicks in anytime the system detects that your device is likely to run out of juice before your next typical charge (based on your usage patterns over time). That's a much more advanced way for things to work than the pre-Q setup, which is able to fire Battery Saver up based only on a specific, static percentage of power remaining.
Considering how much of a difference Battery Saver can make in extending your phone's life during desperate moments, having it work in a more intelligent manner could be a pretty big practical upgrade that'd be valuable for practically all of us.
Just like the foundational improvements we talked about last week, none of this stuff is exactly headline-making in the way a more marquee feature tends to be, but all of it has the potential to make a noticeable difference in our day-to-day lives. And at the end of the day, that's the type of improvement that has the most meaningful and lasting impact.
The question now is how all of this will evolve and come together between now and the final Q release — and that, my nose-breathing friend, is a question only time can answer.
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Inbox by Gmail going away: Plus Google’s other app closing concurrently
Inbox is going away. The folks at Google responsible for Inbox by Gmail are likely just as bummed about their work’s fate as those that made Google Plus. That’s the social network Google made, and the Gmail suite of services – a new interface for the email service – that’s proved itself less-than-necessary. Google started notifying users via Gmail and Inbox (inside of which there is Gmail) that Inbox is going away on April 2nd.
According to the notification from Inbox, “this app will be going away in 15 days” and users can find their “favorite Inbox features in the Gmail app.” Most of the features that seemed above-and-beyond and extra when the Inbox app first launched are now in Gmail proper. Almost as if Inbox was an incubator.
We’ll likely now need to download whatever Google’s got in store for Beta releases of Gmail to get advanced features. And the bundling offered with Inbox isn’t in the mix, for now. Inbox also had Smart Reply, Follow-up bouncing of old emails, and Smart Compose before Gmail. Gmail now has each of those features as a standard build.
It’d be shocking if Gmail didn’t gain access to bundles in the near future. Those would include Purchases, Social, Finance, and custom bundles. In fact I personally find the move of bundles to Gmail in the near future so extremely likely, I bet my hat they’ll appear in Gmail within the next year.
All Gmail really needs is Purchases and Trips, anyway. And bundling in a single line rather than tabbing, which is useful but ultimately near-useless since I need to click all the tabs to make sure I’ve not missed anything, anyway. But we shall see! Have a peek at the timeline below to see more about Google+ (or Google Plus) kicking the bucket as well. It’s death time for Google’s extra-curricular social networks!
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Game over for consoles? 5 things you need to know about Google Stadia gaming platform

“The future of gaming is not a box.” At least, Google believes so. With the likes of Sony, Microsoft and Nintendo ruling the $180 billion industry for decades, Google wants a piece of the pie with its new Stadia gaming platform.
Google is taking a different approach to the hardware-driven space as its new Stadia is completely cloud-based for end users. Leveraging its robust cloud ecosystem and high-end data centres, Google Stadia aims to make consoles redundant altogether.
At the ongoing Game Developer Conference (GDC) in San Fransisco, Google detailed its new platform, erstwhile known as Project Stream. Google also launched its own controllers that fully leverage the new Stadia platform.
How does Google Stadia work?
As mentioned above, Google Stadia doesn’t require users to invest in a new console. Instead, users can play graphic-inetnsive games on-the-go on devices that has active internet connections. In the back-end, you’re essentially streaming content from Google’s data centres. Essentially, you don’t need to download an update or any application and simply start playing a game.
Google at its GDC demo showcased that Stadia is compatible with phones, laptops and even Chromecast Ultra. Google Stadia is also kind of twitch as it allows players to stream and watch games on YouTube. As expected, there’s also integration with Google Assistant and other essential Google applications.
Technical details
Google has promised to reveal more about its gaming platform later this year. For now, it has confirmed Stadia is capable of streaming games at up to 4K HDR at 60fps and surround sound at the time of release. In the future, Google Stadia will be capable of streaming at up to 8K resolution at 120fps.
Connectivity requirements
Stadia users will be able to stream games in 4K resolution with over 25Mbps internet connection. Google’s new service currently works only on Wi-Fi. The company aims to make the service compatible with 5G network as well. The optional Stadia controller also works with Wi-Fi connectivity.
Games
At the moment, Google Stadia doesn’t have a big catalogue of compatible games. For now, users will be able to play Assassin’s Creed Odyssey and Doom Eternal. Soon, users will see a “play now” option on YouTube trailers and videos of these games. The link will direct them to online game without anything to download or install.
Availability
Google Stadia will launch first in the US, Canada, UK and Europe. The company will share more details about the list of games you’ll be able to play with Stadia later this year. There’s no word on the availability of the service in India. Google hasn’t revealed the pricing model for the new service. According to reports, it might be similar to a Netflix-like model, allowing users to play different games with single monthly or annually subscription charges.
Bonus
Google isn’t alone in its endeavors to build a console-free gaming ecosystem. Microsoft is also working on xCloud platform that also leverages cloud and data centres. It is also compatible with 5G and expected to support 4G LTE. Learn more about Microsoft xCloud gaming platform here.
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Google sent Stadia development kits to more than 100 game studios
Google took the wraps off its anticipated video game streaming platform today, unveiling Stadia at the Game Developers Conference. The company has laid out the details for both future players and developers, stating that it will be working on building games exclusively for its new platform via its new Stadia Games and Entertainment division. The company has already started working with third-party developers, as well, and has sent out dozens of development kits.
During its announcement today, Google revealed that it has sent Stadia development kits to more than 100 game studios already, helping them get off the ground and start working on bringing their products to the streaming game platform. The company has presented its platform as the next generation in gaming, bringing high-quality games to anyone with a device and sufficiently fast Internet.
According to Google, its Stadia developer platform is made to ‘seamlessly integrate with your tools, workflows and business practices.’ Notably, the company said, ‘We’re investing in the hardware, software and services to enable a hybrid cloud with Stadia Development Nodes in your studio and dedicated Instances in Google’s cloud, securely integrated into your workflow.’
Stadia will run a variety of games on Google’s servers, delivering video and audio to players using the company’s low-latency data centers. According to Google, its network infrastructure includes 7500 edge nodes located close to players in order to improve performance. The company is promising players 4K graphics at 60fps at launch.
The company has detailed some of the hardware making this possible, revealing at this time the following specs:
– Custom 2.7 GHz hyperthreaded x86 CPU with AVX2 SIMD and 9.5 MB L2+L3 cache
– Custom AMD GPU with HBM2 memory and 56 compute units capable of 10.7 teraflops
– 16 GB of RAM with up to 484 GB/s of performance
– SSD cloud storage
The big benefit here is that gamers will get access to high-quality gaming without needing to invest in high-end gaming hardware. Instead, any simple device — a phone, tablet, or laptop — can be used with Google Stadia and its companion controller to play games; the processing burden is on Google’s end. The big limitation for most consumers will be Internet speed requirements, but it’s unclear at this point what kind of minimum speeds users will need to have a fulfilling experience.
Google is now accepting applications from interested developers.
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Now that just about anyone who cares about gaming has announced or hinted at plans for a game streaming service, Google has also decided to announce its plans for the same. This service, as we now know, is called Project Stadia. On the surface, Stadia is very promising. Google promises to leverage its cloud computing capability to deliver “instant access” to any supported game at resolutions up to 4K 60 fps — in HDR and with surround sound no less — on any device, even a tablet or phone. Google intends for this service to also work with YouTube where anyone should be able to dive into a game from a video they’re watching on said game. It sounds fascinating to be sure, and I think as gamers, we’re all excited at the prospect of playing Doom Eternalon our phones while on the move. However, the reality is far harsher.

Google Stadia: Late to the cloud gaming party, and still an impractical dream

Sony’s PlayStation Now and Nvidia’s GeForce Now services have been available for years now. Steam supports in-home streaming to any compatible device and recently announced support for streaming your PC game library to any device anywhere over the internet. EA, the publishers of popular games like Battlefield and FIFA, announced Project Atlas last year and there are bigger and bigger hints that Amazon and Facebook are already working on something similar. Microsoft is also leveraging its Azure cloud and Xbox gaming properties to build yet another (and far more compelling) game streaming platform. Hell, there are rumours that the next Xbox will be a cloud-based gaming platform rather than a physical console. Being late to the party isn’t a bad thing if you, like Apple, take advantage of the learnings from the stumblings of your competitors. With Stadia, Google only seems to be playing catch up.

Cloud gaming: How it works

When you play a game, it’s running on your device (computer, tablet, console). The input you give via a controller or whatever other input method is sent to your device and then the game responds. The lag between you sending input and seeing a response on screen is called input lag. When it comes to games running on your device, that latency could be as low as 5 ms. In the case of cloud gaming, the processing of the game happens “in the cloud”, which completely eliminates the need for beefy hardware on your end. Your inputs are simply streamed over the internet to a cloud-based computer, that input is processed and then the game’s response is streamed back to you. In Stadia's case, Google is apparently using powerful AMD hardware to do the processing.

Given that all the processing is happening elsewhere, you simply need an internet-connected device with a display and control inputs. On paper, this is great. In reality, this is a horror story. Allow me to explain.

The issues with cloud gaming

Cloud gaming is still a far-fetched dream for good reason. There are enormous technical and bandwidth challenges that are hard to address in even developed countries like the US. Bandwidth: Google estimates that you will need a bandwidth of 25 Mbps to play a game over the cloud via Stadia. This translates to a crippling 10-12 Gb per hour. How many of us are getting buy with 1.5 Gb/day? And this is just for 1080p 60 fps gameplay, factor in 4K 60 fps gaming with HDR and you’re looking at an exponential increase in data consumption. To be clear, this is a recommended bandwidth and it should be possible to play on a much slower connection as long as you're willing to sacrifice quality. This has always been an issue with cloud gaming and Google has announced nothing that addresses the issue. Latency: This is by far the biggest hurdle of all. When playing on your PC or phone, your input travels virtually instantaneously to your device. When playing on the cloud, your input might travel hundreds of kilometres over the internet before it’s received by the cloud server, and then it must travel back that same distance before you see a response. This could result in a latency of anywhere between 40 ms to 200 ms and beyond, which is entirely dependent on your ISP and the vagaries of your cellular network.

The sheer amount of lag in gameplay precludes any possibility of competitive gaming. Only the most casual of games will be worth playing on such a service. Google has attempted to reduce some of this lag by designing their controller to connect directly to its servers rather than your device, and that should help. Whether it actually works is something we'll only hear about once the service is trialled at scale. Quality: Yet another issue is quality. If you don’t have access to the bandwidth required, you’re going to see a massive loss in visual fidelity. Google has made no announcement of new compression algorithms or of any steps taken to mitigate quality loss on a relatively low-bandwidth network.

In other words, you need an infallible, blazing fast connection for any form of cloud gaming to work, and these are issues that have remained unaddressed since the inception of cloud gaming as a concept. Google has brought nothing new to the table, so to speak. Video streaming services like YouTube and Netflix don't suffer from these issues because the content is fixed and can be pre-loaded. When it comes to gaming, the computer can't pre-empt your moves and speculatively buffer your actions, not yet anyway. And there’s still more to be concerned about.

The impracticality of it

Given bandwidth constraints, gaming on the go is simply impractical. This means that gaming on a tablet or phone, while ideal, will never happen except in extreme circumstances. We can't even play PUBG Mobile on the go without worrying about latency issues. This also means that such gaming will only happen at home or at cafes, which would, in turn, mean that you’re gaming on a PC or console. Worse still, gaming on your TV will require that you buy hardware from Google (the Stadia controller and a Chromecast). Several years in the future, when 5G is a thing, then we can probably revisit cloud gaming and look on it as a practical gaming platform. At the moment, if you’re...
  • going to be playing at home
  • going to need dedicated hardware
  • going to suffer massive latency issues regardless
  • going to pay a subscription fee to choose from a limited library of games...
... why wouldn’t you just pick up a game console or gaming PC instead? Better yet, don’t you already own on
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With Google Stadia, cloud gaming is about to get a lot more interactive – especially on the streaming front. Users will be able to stream gameplay in the Stadia platform (in a web browser), and can use Crowd Play and State Share to invite viewers in to play, too. With Crowd Play, it’s about joining in live, with State Share, it’s about a challenge. All of this was announced with the promise that Stadia would work on desktop and mobile platforms alike.
Much like turn-based multiplayer games, State Share saves a game at a certain point. The user wants the eventual player of the game to start at a unique point in said game, so they hit the State Share button. Once this shared state is clicked upon, the clicker jumps in on the game starting at the exact point at which the first user saved.

With Stadia’s Crowd Play, viewers of games streamed on YouTube can jump in on said game. There’ll be a little Stadia box in which the button “JOIN THIS GAME” will be found. This button will also show a (# in line) identifier to let the user know if they’ll need to wait for another player to leave the game in order to join.

Above you’ll see some Crowd Play action. This was captured from Google’s official live stream of their Stadia reveal event. That was back when the system was FIRST revealed – so don’t be surprised if the UI and etc changes before launch.

Also in the mix is Stream Connect, a system for multiplayer gaming that enhances views. Stream Connect renders a players camera onto a surface in another player’s view. So you’ll be jammed deep into the game – deeper into the game than you’ve ever been jammed before. Hit up the timeline below to learn more about Stadia – it’ll be launched later this year, and pricing has yet to be revealed.

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