iPhone 6 versus Galaxy S6: first-glance similarities aren’t a bad thing
Let’s get this out of the way: there are some similarities between the recently announced Galaxy S6 and iPhone 6. A lot of ink has been spilled over Samsung copying Apple’s designs, but it’s not as bad as you might think.
The Samsung Galaxy S6 and Apple iPhone 6 both have glass fronts, a physical home button below the screen and metal around the sides. They have LTE radios and are technically smartphones. And if you happen to look at them from below, they look a little similar from that one angle.
Yes, from below, the Galaxy S6 and iPhone 6 share some serious visual similarities. In that, they’re machined out of aluminum and have machined holes for the 3.5mm headphone jack, a center-mounted USB or lightning port, and holes for speaker grilles drilled into the right side. There are even the Apple-style plastic-filled stripes that break it up into visual segments and a color-matched chrome-ringed home button. From the bottom you might think that the Galaxy S6 is another version of the iPhone.
But it’s only from that angle. Every other look at the Galaxy S6 reveals a phone that is markedly different from the iPhone 6. And some of the similarities are thanks to those being the most optimal ways to manage this sort of construction. You want a phone that’s made out of metal? Well, your speaker grille is going to be a series of circular holes. Want to use that metal frame as an antenna? Alright, you’ll need to divide it up with some plastic strips so you can properly manage Wi-Fi, Bluetooth, GPS, and LTE.
Sure, Apple did some of these things before Samsung, and there are some visual comparisons that can be drawn. But there’s nothing wrong with admitting that the Galaxy S6 draws some design inspiration from the iPhone 6; the iPhone 6 is an attractively-designed phone and Apple’s going to sell well over 100 million of them once all is said and done. That Samsung’s new flagship smartphone also looks smartly-designed isn’t the worst thing in the world. Because that means it also looks like a nice phone.
That was a lot of words about the bottom half-inch of these two phones. From every other angle, they’re different. The back of the Galaxy S6 is glass — and before you say “iPhone 4!”, know that it’s flush with the metal frame (which on the 4 was stainless steel, for what it’s worth). The center-aligned camera is traditional for Samsung, and sure, like the iPhone 6 it juts out thanks to the phone’s thin profile, though in this case it juts out more, and the Galaxy S4 was doing that first anyway.
Internals-wise we’re looking at very different phones. Whereas the iPhone 6 has a dual-core 64-bit Apple A8 processor, the Galaxy S6 is powered by Samsung’s octacore Exynos processor (also 64-bit, though with four cores running at 2.1GHz and another four at a milder 1.5GHz). The iPhone 6’s 4.7-inch 750×1334 LCD display is utterly shamed by the 5.1-inch 2560×1440 Super AMOLED panel on the Galaxy S6. Yes, the Galaxy S6 is pushing more than 3.6 times the pixels as the iPhone 6, and yet in our time with it we never saw it stutter or otherwise balk at whatever we threw at it. There’s an argument to be made that the 326ppi resolution of the iPhone 6 is enough, but there’s just something about the 577ppi that the Galaxy S6 sports that is simply stunning.
On the camera front, the iPhone 6 sports an upgraded 8-megapixel shooter with an ƒ/2.2 lens, while the Galaxy S6’s sensor counts up to 16MP behind a wider ƒ/1.9 lens, meaning that it lets in significantly more light. There are still some details about the Galaxy S6 camera that we don’t know, but the broad strokes are there: this is a very serious contender to the iPhone’s mobile camera dominance. Considering that we weren’t able to take the Galaxy S6 out of controlled space and lighting area of the Samsung booth inside Fira Barcelona.
Battery-wise, Samsung’s jumped onto the sealed battery bandwagon. Going with the glass back kind of necessitated that — you don’t want for that to be removable. Samsung did do away with the previous Galaxy’s phone’s waterproofing, but built in two standards for wireless charging (thus the glass back — a full metal back would block inductive charging transmission). The Galaxy S6’s battery has also seen a reduction in size, and we’ve yet to get a good feel for what kind of battery life we can expect from it in real life.
Then there’s the matter of software: the Galaxy S6 runs the very latest Android 5.0.2 Lollipop, while the iPhone runs iOS 8. Naturally, this means that there are serious differences in the way that the software works and the development philosophies behind them.
Apple’s software is highly integrated from the start with the hardware and the App Store is tightly controlled, while Samsung’s had to make their own integrations from Android to their hardware, and the Google Play Store is comparatively the wild west. There are, of course, apps that slip through the App Store’s famously rigorous review process, and Google Play has some restrictions on what can be published and Google works hard to block malicious apps from getting in the store in the first place, and reacts swiftly and prudently when something bad does get through.
We’ve gone over the software differences here time and time again, and Samsung’s latest implementation of their TouchWiz design language on top of Android is leaner and cleaner than ever before. No longer does it weigh on the processor and cause noticeable lag throughout the device, and Samsung’s customizations on top of Google’s highly-regarded Material Design language for Android have led to a Samsung interface that’s finally actually visually-pleasing. In terms of user interface design language, Apple, Samsung, and Google have never been closer, and yet they’re still notably different.
There is one software feature that Samsung could be accused of lifting from Apple, and that would be Samsung Pay. In short, we’re talking about a contactless payments system that uses stored-on-device credit card numbers, tokenization for secure one-time-use numbers, NFC transmission, and fingerprint authentication (the Galaxy S6’s fingerprint scanner is larger this time around for an Apple-style “lay your thumb on it” approach instead of the previous frustrating swiping authentication).
But Samsung does Apple one better by integrating Magnetic Secure Transmission technology (acquired wholly with the acquisition of LoopPay) that makes the phone compatible with hundreds of millions of magnetic swipe card readers around the world. At least in theory — there are always complications, including store clerks that will think you’re working some sort of voodoo by paying with your phone. Even if we want to accuse Samsung of copying the simplicity of Apple’s mobile payments system (Apple was far from the first to implement contactless mobile payments, but their implementation was as elegant and straightforward as we would expect from them). In the end, in this sort of emerging technology system, the more adoption and push behind it, the merrier — any NFC-capable payment terminal should be fully compatible with both Apple Pay, Samsung Pay, Google Wallet, and whatever else gets out there.
There are comparisons to be drawn between the Apple iPhone 6 and the Samsung Galaxy S6. There are good reasons to make those comparisons, and there are good reasons why the similarities that have prompted these comparisons make sense. Of course, we won’t be able to draw any definitive judgements until we’ve been able to have the Galaxy S6 for an extended period and really been able to get our hands and heads around it.
After a mildly disappointing generation in the Galaxy S5, Samsung has taken practically every criticism of their marketing, their software, their hardware, and even their presentation to heart. They’ve turned around and made a phone that’s technically impressive (which the Galaxy line has always been) as well as a real crowd-pleaser on the design front. They’ve produced a phone here that stands toe-to-toe with the iPhone, and that’s not a bad thing at all.
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Kyocera’s launch into Europe is last year’s rugged flagship
We were a tad bit confused when Kyocera announced a phone called the Torque for Europe considering that a phone by that name had been released back at the begging of 2013. Well it turns out this is simply a confusion of naming rather than re-releasing an old phone — the Kyocera Torque for Europe is simply the recently-announced Kyocera Brigadier available on Verizon.
The Witcher Twos-days: Read our episode 4 recap and watch the new episode
The Witcher 3 is set to be one of the year’s biggest role-playing games when it arrives on Xbox One, Windows and PlayStation 4 this May. The third game in the Witcher series differentiates itself from other open-world action-RPGs with its dark and mature storyline filled with meaningful player choices and memorable side quests.
GDC 2015: We have your first look at This War of Mine on iPad
Critically acclaimed survival strategy game This War of Mine is making its way from your Mac to iPad soon and we’ve got your first look at it from GDC 2015.
Unlike most games that revolve around a war, This War of Mine focuses on the civilians that are affected by it. Made by 11bit Studios, This War of Mine has you scavenging and trading supplies as you make sure your group is well fed, happy, and healthy in their makeshift shelter. The game features a night and day cycle that add different gameplay elements. For example, during the night you are forced to protect your civilians as they are always being attacked by hostile snipers.
The game is set to come out in about two months with no plans of it being on iPhone due to the lack of screen real estate. If you are interested in his game perhaps reading Peter’s review will make you want it even more as he says it’s a game you shouldn’t miss.
Keep an eye out for more GDC news as we are here for a couple more days.
The iOS 8 animation curve
Following the introduction of iOS 7 back in June of 2013, a common complaint from developers and designers was that the system animations took to long to complete, making the interface feel slow.
Apple sped up the animations before release, but for some they still felt too slow. Since iOS 8 didn’t fundamentally change the animations curves, that perception has lingered. Recently, to highlight the difference between pre-iOS 7 and post-iOS 7 animations, Omni developer William Van Hecke made a video:
Did a crappy iOS 8 vs. iOS 3 vidja https://t.co/SWmRdURSGq
— William Van Hecke (@fet) March 3, 2015
Van Hecke attributes the difference to a change in interruptibility — Springboard previously allowing you to act before an animation finishes versus now making you wait until the animation finishes before you can act.
It’s my understanding, however, that iOS animations have never been interruptible. They simply ended quickly pre-iOS 7 and now, post-iOS7, they ease out.
Whether shorting the animation tails or making the animations interruptible is the best way to reverse the feeling and the perception of slowness Hecke refers to, I don’t know enough to say. Either way, and to his credit, Van Hecke filed the issue with Apple’s bug reporter:
@reneritchie 19318009 (Behaves Correctly) and 19377939 (Duplicate)
— William Van Hecke (@fet) March 4, 2015
More information on the animations from former UIKit engineer Andy Matuschak:
@fet (except the Springboard unlock animation—that one really was interruptible before). In short: “it’s too hard!” Womp womp.
— Andy Matuschak (@andy_matuschak) March 3, 2015
Tetra Lockscreen app gets unpublished from the Windows Phone Store
Tetra Lockscreen, one of many apps in the Microsoft Garage project, has evidently been removed from the Windows Phone Store. The app infamously did not work on the Lumia 1520, due to an incompatibility bug that was being worked on, but for other phones like the Lumia 830 it worked just fine.
Reports started coming in early February that the app had gone missing, but some of it appeared to be regional or specific phone related. However, now it seems that for all Windows Phones, the app is indeed gone.
NVIDIA enters the streaming box market with the Android TV-powered Shield
The set-top streaming box market is already pretty crowded, with nearly every manufacturer offering some kind of streaming dongle or device. NVIDIA has been a holdout, but now they’ve announced a new Shield device designed specifically for streaming content to your television. The company already utilizes streaming technology with their portable Shield devices, so this move makes perfect sense.
The new Shield box is obviously purposed for playing games on your television screen and packs very capable specs for an Android TV box. You’ll get NVIDIA’s latest Tegra X1 CPU paired with a speedy Maxwell GPU and 3 GB of RAM, which can output 4k at 60 FPS. That hardware combination should have no problem pushing any available Android game. The device has 16 GB of internal storage with support for up to 128 GB microSD cards, and it’s bundled with a Shield controller for playing games.
Since it’s a Shield device, you’ll be able to use NVIDIA’s Grid technology to stream controller optimized PC games to the device, which makes for a very easy way to play games from a powerful Windows computer on your television. NVIDIA GameStream should also work, but you’ll need an NVIDIA GPU in that computer, obviously, but if you’re buying the Shield, that’s likely not an issue.
NVIDIA is launching the Shield at multiple markets, trying to tackle smart TVs, streaming boxes, game consoles, and Steam boxes all in one. It’s bold, but it looks like NVIDIA is offering a fantastic product to pull it off.
Expect the Shield to launch in May for $199. It comes with the Shield, a controller, an HDMI cable, a micro USB cable, and a power cable.
Come comment on this article: NVIDIA enters the streaming box market with the Android TV-powered Shield
NVIDIA’s Grid service will require a paid subscription in June
NVIDIA’s Grid service allows gamers to stream PC games to a Shield device from anywhere. It differs from GameStream in that NVIDIA provides the host computer, so you don’t actually need a gaming computer to handle the processing. Up until now, that service has been free for anyone, but that looks like it’ll change in the coming months.
This June, one month after the launch of the set-top Shield, NVIDIA will begin charging a subscription fee for Grid. There’s no word on how much that sub will cost, and it doesn’t look like it’ll make its way out of the Shield family, but if you were thinking about buying into NVIDIA’s ecosystem, here’s a heads up.
source: SlashGear
Come comment on this article: NVIDIA’s Grid service will require a paid subscription in June
Borderlands: The Pre-Sequel, Crysis 3 and Doom 3 are coming to Android later this year
After hitting the Xbox One, PlayStation 4 and PC, Gearbox Software’s Borderlands: The Pre-Sequel will be launching on NVIDIA’s Shield Android TV, which also doubles as a game console thanks to the presence of the latest Tegra X1 mobile chip. NVIDIA is making a content-curated GRID store that features the “best of the best” games tailored for Shield. Other titles that are set to launch on the console include Doom 3 BFG Edition, Crysis 3, Resident Evil 5, War Thunder and Metal Gear Rising: Revengenance.



















