LG should include an option to change the resolution

The answer is the same as on this device has to render the 2000k pixels for both.

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How does it work on a TV then? You can change the resolution from 720 to 1080,and that's true resolution.
 
What I think it may be is this. If you have one dot on a 2 k screen, say you change that to a 1080 display. That one dot on one pixel then becomes 1 dot over 4 pixels. You will have in general less data to process as 1 dot will be over 4 pixels rather than 4 dots over 4 pixels. This should cause less stress on the CPU/GPU thus improving battery life etc. Much the same as games running at a lower resolution to improve the framerate.
 
The question is does it use more power to play a 1080p video or a 2000k video

Posted via Android Central App
Obviously playing back a 2k video, or anything higher res than the other video. Because the CPU has to work more to process that.

My example of a picture vs a video was an extreme comparison to get the point across.
 
What I think it may be is this. If you have one dot on a 2 k screen, say you change that to a 1080 display. That one dot on one pixel then becomes 1 dot over 4 pixels. You will have in general less data to process as 1 dot will be over 4 pixels rather than 4 dots over 4 pixels. This should cause less stress on the CPU/GPU thus improving battery life etc. Much the same as games running at a lower resolution to improve the framerate.

It won't be one dot over 4 pixels.
It will be interpolated to match the resolution.
If won't simply pixel double.
 
How does it work on a TV then? You can change the resolution from 720 to 1080,and that's true resolution.

It's not true resolution.
One is the true/native resolution, the other is sampled or interpolated depending on direction.
 
Obviously playing back a 2k video, or anything higher res than the other video. Because the CPU has to work more to process that.

My example of a picture vs a video was an extreme comparison to get the point across.

But your question isn't really accurate.
The question is which will take more power, a ~2556x1440 video at native resolution or one that has to be rendered to a 1920x1080 artificial resolution.
The one that has to be rendered because the video will be decoded at the native resolution, then it will need to be scaled to fit the non-native screen.

Don't play with the screen resolution on the G3, it won't help performance.
 
But your question isn't really accurate.
The question is which will take more power, a ~2556x1440 video at native resolution or one that has to be rendered to a 1920x1080 artificial resolution.
The one that has to be rendered because the video will be decoded at the native resolution, then it will need to be scaled to fit the non-native screen.

Don't play with the screen resolution on the G3, it won't help performance.

I guess I should revise my question further. Let's move away from video because this is not what we are talking about.

What would take more power, playing a game at native resolution or playing it at a lower resolution? In theory the native resolution will take more power because it is being rendered at a higher resolution. But this truly depends on how well the scaling part is coded. This was the point I was trying to get across in my first post.

Changing the resolution of the G3 would help performance, if we had a way to implement it better.
 
But your question isn't really accurate.
The question is which will take more power, a ~2556x1440 video at native resolution or one that has to be rendered to a 1920x1080 artificial resolution.
The one that has to be rendered because the video will be decoded at the native resolution, then it will need to be scaled to fit the non-native screen.

Don't play with the screen resolution on the G3, it won't help performance.

Correct

Posted via Android Central App
 
I guess I should revise my question further. Let's move away from video because this is not what we are talking about.

What would take more power, playing a game at native resolution or playing it at a lower resolution? In theory the native resolution will take more power because it is being rendered at a higher resolution. But this truly depends on how well the scaling part is coded. This was the point I was trying to get across in my first post.

Changing the resolution of the G3 would help performance, if we had a way to implement it better.
How does it work with video games? With some games, the Xbox One struggles to render them in 1080 so the developers drop the resolution to 720 (whereas the PS4 has the hardware to render the same games in 1080). Its well known that as video games go up in resolution then they need the extra power to render the extra detail. I would imagine if the G3 could actually render in 1080 (not interpolate) then there would be better battery,performance etc. Some Android TV boxes have the ability to change resolution. With the lower resolution on these boxes all benchmark scores increase and performance is much better. This is true resolution changing and not the TV scaling so there is the ability in Android to change true resolution (I believe its a kernel module).
 
How does it work with video games? With some games, the Xbox One struggles to render them in 1080 so the developers drop the resolution to 720 (whereas the PS4 has the hardware to render the same games in 1080). Its well known that as video games go up in resolution then they need the extra power to render the extra detail. I would imagine if the G3 could actually render in 1080 (not interpolate) then there would be better battery,performance etc. Some Android TV boxes have the ability to change resolution. With the lower resolution on these boxes all benchmark scores increase and performance is much better. This is true resolution changing and not the TV scaling so there is the ability in Android to change true resolution (I believe its a kernel module).

Yes, this is what I am talking about. Rendering things at a lower resolution is less stressful on the CPU/GPU. The issue with the G3 specifically is that the method of interpolating the image on this screen is inefficient (according to posted results).
 
Yes, this is what I am talking about. Rendering things at a lower resolution is less stressful on the CPU/GPU. The issue with the G3 specifically is that the method of interpolating the image on this screen is inefficient (according to posted results).
Have a read on the app that changes the resolutions page on Google Play (nomone) the dev tells how he does it. He also posts benchmark results showing improved performance.
 
Have a read on the app that changes the resolutions page on Google Play (nomone) the dev tells how he does it. He also posts benchmark results showing improved performance.

Good for his benchmarks... I used that app and I ran my own and my 3D graphic performance numbers went into the toilet.
 
Good for his benchmarks... I used that app and I ran my own and my 3D graphic performance numbers went into the toilet.

Yeah, who knows what phone he is testing this on. And what games/programs he is using on said phone.
 
How does it work with video games? With some games, the Xbox One struggles to render them in 1080 so the developers drop the resolution to 720 (whereas the PS4 has the hardware to render the same games in 1080). Its well known that as video games go up in resolution then they need the extra power to render the extra detail. I would imagine if the G3 could actually render in 1080 (not interpolate) then there would be better battery,performance etc. Some Android TV boxes have the ability to change resolution. With the lower resolution on these boxes all benchmark scores increase and performance is much better. This is true resolution changing and not the TV scaling so there is the ability in Android to change true resolution (I believe its a kernel module).

The developer has the option to render at whatever resolution they want.
But, you changing the resolution, does nothing to change how the program works.
So if *YOU* change the resolution, you are adding extra work if the developer programmed renders at the 2K resolution.

Anything to be done with increasing performance for processing graphics cannot be done by the end user.
The program will render based on whatever was coded and if you change resolutions that may not effect the code for rending.
It may just add a layer to fix the screen resolution.

I'm not saying you won't see a speedup in a particular game.
What I am saying is that you probably will not see an improvements in all games.
 
Well.... it does and it doesn't.... There are apps out there that can change the screen resolution... it's a display, just like a desktop display... but the problem is that you aren't displaying the NATIVE resolution, so it's just not going to work quite right. The notification bar scaling was completely borked and things were all over the place. I fiddled with changing the resolution to 1080 and ran some benchmarks and the graphic performance actually degraded significantly.... scores dropped 25 to 33% on the graphic scores.

Granted, LG didn't write the video drivers to account for resolutions other than the native resolution... but why would they? What possible benefit would lowering the resolution provide, from LG's perspective?

What we'll most likely see is some software updates and adjustments to how they handle graphics and the GPU... it's clear that they were aware of the fact that they are really driving the GPU pretty hard (hence the thermal throttling and dynamic frame rate, etc)... and as much testing as they might have done, nothing beats the real world for use cases. Everyone is cutting corners these days in an attempt to get to market as quickly as possible, then patching things in the field when problems arise.
Problem is LG cut TOO many corners. There's a laundry list of issues and bugs that frankly no device at that price point should have at this point. The overheating of the G3 to the point that the screen brightness has to be lowered in order to cool the device alone should have been enough to not release it to the market. That's not a bug. That's a dangerous defect. That's unacceptable. Not for the asking price anyway.
 
Every chance he gets he blasts the G3 away, well news & facts many including myself are content and quite impressed & don't have the issues you state.

Granted I can't run at 100% brightness for long until it drops to 90% but phone is not warm nor hot, plus I NEVER run at that anyway on any device I own.

The G3 is not flawless and tbh no device is.

But its not dangerous , my phone is not going to blow up in my sleeping hours.

Keep on ranting its not going to change the facts that the G3 is a great product.

Posted via the Android Central App
 
Every chance he gets he blasts the G3 away, well news & facts many including myself are content and quite impressed & don't have the issues you state.

Granted I can't run at 100% brightness for long until it drops to 90% but phone is not warm nor hot, plus I NEVER run at that anyway on any device I own.

The G3 is not flawless and tbh no device is.

But its not dangerous , my phone is not going to blow up in my sleeping hours.

Keep on ranting its not going to change the facts that the G3 is a great product.

Posted via the Android Central App

I bet he would like to have 1 for himself

Posted with the speed of my G3
 

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