Showing posts with label Features. Show all posts
Showing posts with label Features. Show all posts

Wednesday, September 19, 2012

How to Use Direct Call Feature on Galaxy S3


Enable Direct Call on Samsung Galaxy S3

The entire web world has been discussing the fact that how rocking is Samsung Galaxy S3. The credit goes to the research and the features that have come up on account of Samsung’s tireless dedication. Smart Stay, S Beam, Pop up play etc. are some of the features that really make this handset a cool one. But how can you forget the direct call feature as available in Samsung Galaxy S3.
Direct call feature in S3 is as potent as other features of Galaxy S3. In fact this is something very much convenient to those who crack deals on phone or those who don’t like wasting even a second. Direct call Galaxy S3 helps you in making a quick call while you are reading the message or while you are just viewing some missed call. Even if you are just having a look at the contact details you can make a quick direct call with S3.This you can do even with out touching the screen of Galaxy S3. You just have to pick up the phone and hold it near your ear. Just a log or message or the call on screen would be enough to make a call. So, are you amused with this facility?
Well, it truly deserves a standing ovation as Galaxy S3 has laid down a perfect example in the technological field. It has set an example and with the kind of features that the gadget carries, it is really for the competitors to move ahead of Samsung. Just recently there was news that within 2 months Galaxy S3 sales over the globe has crossed the 10 million mark. Now that really deserves applause.
Now, you really know what direct call feature in S3 mean and how important it is. But there’s a trick that you have to follow for enabling the feature. Here’s a simple tutorial showing the method to enable direct call feature on S3.

How to Enable Direct Call on Galaxy S3

  • Go to Settings on the home screen.
  • Choose Motion.
  • Toggle the button beside direct call on.
  • You will see it turning as green.
  • Holding the phone next to your ear when there is a message you are reading or you see a missed call or while viewing the contact details will make the call directly to that contact.
We hope that this article on enabling direct call option on Samsung Galaxy S3 was quite useful to you. Do let us know your feedback. Also, you can share your issues with us in relation to this.

Sunday, April 3, 2011

More Pictures Of Windows 8 Features Leaked To The Internet

Barely a day after the first series of Windows 8 installation screenshots from WinReview,cnBeta (translated page) has now posted over 10 pictures of the upcoming Windows client OS. These newly leaked screenshots reveal a new feature named History Vault.

History Vault Feature In Windows 8

History Vault helps protect your files against accidents that could cause data loss. If an external drive or network attached storage is used to backup, History Vault can even protect your files against disk or entire PC failure.

System Reset Picture In Windows 8

Windows 8 System Reset Picture

Set Video As User Picture In Windows 8

The leaked screenshots also reveal some more information about the new System Reset feature. It seems, the user can now set a video file as user picture (picture that appears in Start menu, logon screen and taskbar) as well.

Thanks to Windows.next@MDL

Thursday, March 31, 2011

Ame Developers Likely to Utilize Performance Boosting Features of DirectX 11 First – ATI.

As the release of DirectX 11 application programming interface (API) and supporting hardware and software approaches, more details regarding the benefits they both bring as well as certain peculiarities transpire. While no people involved into development of next-generation games would disclose which features next-generation titles utilize, educated guesses may shed some light onto some usage models of DX11 API.

The First Three Things to Do with DirectX 11

According to Richard Huddy, senior manager of software developer relations at ATI, graphics business unit of Advanced Micro Devices, game developers can easily boost performance of their next-generation titles by implementing certain DirectX 11 capabilities. In addition, by utilizing some of the features of the new API, they can tangibly improve visual appeal of their future games.

“If I was making a decision about [which DirectX 11 features to implement first], I would go for three things fairly quickly,” said Mr. Huddy.

Those things are, apparently, multi-threading support, compute shaders and tessellation.

Multi-Threading: +20% Performance

“As soon as I got hold of DirectX 11 API from Microsoft and Windows 7 beta, which they’ve had for a considerable amount of months now, I would add multi-threading support through the use of Display Lists because that can guarantee me a speed up in almost any application I can think of. Typical benefit is going to be around 20%, but I expect a large variation of that; the variation it can be north of 50%,” explained the developer relations specialist.

What is even more important, software developed with DirectX 11 Display Lists in mind would work faster on every hardware that is compatible with Windows 7, provided that there are appropriate drivers for graphics cards.

“That would be attractive to game developers since that would not require that I have DirectX 11 hardware at hand: the use of Display Lists will give a benefit on any Windows 7 hardware, which includes DirectX 9, DirectX 10, DirectX 11 hardware, once AMD, Nvidia and others ship appropriate drivers that offer the acceleration,” said Richard Huddy.

Post Processing: +25% Performance

“Then I would go for compute shaders, for the low-hanging fruit: I would do things like post-processing, physics, AI, or maybe running particle systems. But the easiest thing to do is to take all the post-processing and bundle it all up into a compute shader, the way it handles [data] transactions is more efficient, said the developer relations chief.

Presently post-processing effects, such as motion blur or depth of field, are done using pixel shader, which may not be very efficient in terms of performance since pixel shaders still depend on the graphics pipeline and require data transfer, usage of texture instructions loads of memory reads and so on. Since compute shaders are independent of the rendering pipeline and require far less of data transactions, texture reads, etc., implementation of post-effects using them may be substantially faster.

“At the moment post-processing is done using pixel shaders and it can be quite hard to get the efficiency out of the hardware. So, we think compute shaders are going to give significant performance win in that specific area of code. Typically we see that post-processing costs from 10% to 25% of frame time (depends on post-processing),” explained Mr. Huddy.

It should be noted that compute shaders 4.0 and 4.1 supported by existing ATI Radeon and Nvidia GeForce graphics cards, therefore, as they have many limitations, may not work as fine as compute shaders 5.0 when it comes to post-processing and similar usage. Therefore, Richard Huddy does not expect CS 4.x to become popular, especially keeping in mind that those, who buy leading-edge hardware, are more likely to acquire the latest game.

ATI has already demonstrated DirectX 11-capable hardware, therefore, at least select game developers already have ATI Radeon HD 5000-series graphics cards at hands.

Tessellation: When Performance Meets Quality

Tessellation is not exactly a performance boosting feature, but it can generate highly-detailed objects using less resources than using traditional technology; therefore, either game developers will be able to offer better graphics, or they will be able to render existing graphics with higher speed.

“After the post-processing work, I would probably switch to tessellation. I would use […] patch approximation to smooth out jagged objects, things like pipes, which are supposed to have smooth form, use N-patches there. Or I will be even more aggressive and take something like parallax occlusion mapping, which is a rather attractive kind of trick for improving the quality of pixels within an object. I would instead extrude the geometry and load a parallax occlusion height map and then would generate much improved silhouettes using the tessellator,” said Mr. Huddy.

Obviously, to use tessellation, developers will have to rely on DirectX 11 or, at least, hardware with tessellation support. Still, tessellation is a yet another advantage of DX11.

More to Come!

There are a lot more things to implement, though, to boost performance of future games. One of them is HDR compression.

“If I had a spare day and HDR, then I would conduct HDR effects into Microsoft’s new format because that be twice compact that way.

Important notice: Richard Huddy is a specialist who recommends game developers to implement certain features and helps programmers to implement those technologies in the most efficient way. Nevertheless, by no mean should his answers be considered as opinion of game developers in general and should be treated as his own outlook.

Friday, March 25, 2011

Sony DSC-W370 Review Digital Camera Features, Specifications, Pictures & Price Details

Sony has recently unveiled Series W Digital Still camera for the Indian market called Sony DSC-W370. The new digital camera comes with a 14.1 Mega Pixel W Series 7x Optical Zoom Cyber-shot, Sweep Panorama, iAuto and Optical SteadyShot.

sony-dsc-w370-digitalcamera_1Sony DSC-W370 Series W Digital Camera Features:

  • Bright F3.6 Sony Lens
  • 14.1 Mega Pixels
  • 34mm Wide angle lens
  • 7x Optical Zoom
  • Sweep Panorama
  • 3.0 (7.6 cm) Clear Photo LCD Screen

Sony DSC-W370 Series W Digital Camera is priced at Rs 12990 and will be available in Black colour.

Sony DSC-W370 Series W Digital Camera Specifications:

Basic Features:
Gross PixelsApprox. 14.5 Mega Pixels
Effective PixelsApprox. 14.1 Mega Pixels
ProcessorSony Processor
Sensor Type1/2.3 Super HAD CCD
Optical Zoom7x
Precision Digital ZoomApprox.14x
Smart Zoom10M: Approx. 8.3x, 5M: Approx. 11.0x, VGA: Approx. 47.0x, 16:9 (2M): Approx. 15.0x
Optical Zoom During Movie RecordingYes
LensSony Lens
F Number3.6 – 5.6
Focal Length f = (35mm Conversion)6 – 42mm (34 – 238mm)
Auto Focus RangeiAuto (W: Approx. 10cm to Infinity, T: Approx. 100cm to Infinity)
Compatible Recording MediaMemory Stick Duo / Memory Stick PRO Duo / Memory Stick PRO Duo (High Speed) / Memory Stick PRO-HG Duo / SD Memory Card / SDHC Memory Card
LCD3.0 (7.6 cm) (230K pixels), Clear Photo LCD
Stamina (Battery Life)230 shots / 115mins
Battery SystemLithium ION Battery
USB2.0 Hi-Speed
Main Features:
Photo ModeIntelligent Auto, Easy Shooting, Program Auto, Sweep Panorama
Scene SelectionTwilight / Twilight Portrait / Landscape / Soft Snap / Snow / Beach / Fireworks / High Sensitivity / Gourmet / Pet
Still Image Size 14M4,320 x 3,240
Still Image Size 10M3,648 x 2,736
Still Image Size 5M2,592 x 1,944
Still Image Size VGA640 x 480
Still Image Size 16:9 Mode11M(4,320 x 2,432) / 2M(1,920 x 1,080)
Still Image Size Panorama (Max. Degree of Sweep Angle)7,152 x 1,080 (243deg) / 4,912 x 1,080 (167deg) / 4,912 x 1,920 (127deg) / 3,424 x 1,920 (88deg)
Movie Recording Mode (720p Fine)1280 x 720, 30fps, Approx. 9Mbps
Movie Recording Mode (720p Standard)1280 x 720, 30fps, Approx. 6Mbps
Movie Recording Mode (VGA)640 x 480, 29.97fps, Approx. 3Mbps
Movie Recording TimeMax. approx. 29min continuously per movie
Recording FormatMPEG-4 AVC/H.264 / MP4
Still Image Recording ModeNormal (JPEG) / Burst (JPEG)
ApertureiAuto (F2.4 – F7.1) / Program Auto (F2.4 – F7.1)
Shutter SpeediAuto (2 – 1/1,600) / Program Auto (1 – 1/1,600)
NR Slow ShutterYes
ISO Sensitivity SettingAuto / 80 / 100 / 200 / 400 / 800 / 1600 / 3200
Image StabilizerOptical SteadyShot
Focus ModeMulti-point AF (9 points) / Center-weighted AF / Spot AF
Auto Focus ModeSingle AF
Exposure CompensationPlus / Minus 2.0EV, 1 / 3EV step
White BalanceAuto / Daylight / Cloudy / Fluorescent / Incandescent / Flash / One Push, One Push Set
Light MeteringMulti-Pattern / Center Weighted / Spot
Auto Focus IlluminatorYes
Flash ModeAuto, Flash On, Flash Off, Slow Synchro
Flash RangeISO Auto: Approx. 0.2 – 4.8m (W) / 0.5 – 2.0m (T), ISO3200: up to Approx. 9.6m (W) / 3.9m (T)
Pre-flashYes
Auto Daylight SyncroYes
Dynamic Range OptimiserStandard / Plus
Face DetectionYes
Red-eye ReductionYes
User Interface:
Self-TimerYes (10sec / 2sec / portrait1 / portrait2 / off)
Auto ReviewYes
Mode DialiAuto / Program Auto / Easy / SCN / Movie / Sweep Panorama
Index PlaybackYes
Playback Moving Image ModePlay back own recorded movie files only
Slide Show PlaybackYes (HD / SD)
Slide Show EffectTransition Effect (Simple / Active / Nostalgic / Stylish), Music (4 Tunes)
Trimming / Resize / Playback ZoomYes / No / 8x
Image Rotation / Divide (MPEG) / Cue & ReviewYes / No / Yes
Hand Shake AlertYes
LCD Brightness SettingYes
Speaker Volume ControlYes
Internal Memory Data Copy (to Recording Media)Yes (MS / SD)
Multi-use TerminalYes (AV / USB)
USB ConnectingAuto / Mass Storage / PTP, MTP / PictBridge
Other Features:
Tripod ReceptacleYes
Battery Remaining IndicatorYes
Exposure Warning IndicatorYes
Recording Media Remaining IndicatorYes
Quick Response:
Start-upApprox. 1.0sec
Shutter Time LagApprox. 0.5sec
Release Time LagApprox. 0.01sec
Burst Speed (Maximum)Approx. 1.3 fps
Burst Interval (Minimum)Approx. 0.75sec
Body Size:
Dimensions (W x H x D)99.6 x 56.9 x 25.5mm
WeightApprox. 159g (Body), Approx. 179g (With Accessories)
Body MaterialMetal Body
Supplied Accessories:
BatteryLithium ION Battery NP-BK1
Battery ChargerBC-CSKA
A/V CableYes
USB CableYes
Power CordYes
Wrist StrapYes
Application SoftwarePicture Motion Browser


Sony DSC-W370 Series W Digital Camera Pictures: