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Samsung Galaxy S22 Ultra

When it launched in back February, the Galaxy S22 received generally positive reviews from most outlets. They praised its performance, cameras, bright display, and familiar design. All in all, the Galaxy S22 appeared to be a worthy, albeit predictable successor to the S21. But there are many S22 owners who would disagree with that assessment. In fact, one popular Reddit thread is filled with frustrated Galaxy S22 owners talking about how bad the phone is.

Is the Galaxy S22 really that bad?

On Sunday, an anonymous user shared their S22 experience with the Samsung subreddit. The user explained that they had “the worst experience” with an Exynos-equipped Galaxy S22. Most of their issues seemed to be gaming-related.

According to the user, the 2022 flagship phone doesn’t offer High or Ultra graphics options on PUBG Mobile, but the game runs choppily anyway. Furthermore, they claimed that Call of Duty: Mobile runs worse on their S22 than on their old S10. They made sure to point out that the Galaxy S10, which is over three years old, also has an Exynos chip.

The user also said that recording for 5 minutes in 4K resolution at 60 FPS “gets the phone so hot to the point I can barely hold it.” Needless to say, this S22 owner wasn’t thrilled with the purchase and ended up selling the phone shortly after posting.

Other negative experiences

The original poster wasn’t the only one underwhelmed by the Galaxy S22. Here’s another Redditor that ran into similar problems with their S22:

Don’t even know how these Exynos are legal tbh. My wife can’t even play Wild Rift on low graphics on her S21, not to mention that WiFi hasn’t worked since 1y… need to keep turning it off and on again… Finally changed recently with the Pixel 6 Pro… Another world…

Yet another Redditor revealed that they returned their Galaxy S22 Plus:

Sadly I think it’s due to the chip being so new, development seems to favour Snapdragon above all else. I had a similar experience with the S22+ and sent it back. I’ll wait for the fold 4 as that always has the Snapdragon chip for the UK market.

One Redditor suggested that the Exynos chip was the likely culprit behind the issues:

It’s because the exynos chipset hasn’t been optimized or coded for in any new games, so the games probably just don’t recognize the hardware correctly. I’ve heard most issues are with the exynos model bc my SD 22+ is fine.

It’s worth noting that most of the disappointed users seem to have units with Samsung’s own Exynos 2200 onboard. Samsung phones with Exynos chips only sell in specific regions, such as Europe and the Middle East.

Here in the US, the Galaxy S22 ships with Qualcomm’s Snapdragon 8 Gen 1 processor. In GPU benchmarks, the Snapdragon 8 regularly blew the Exynos 2200 out of the water, which might explain the discrepancy.

The post Some Galaxy S22 owners are freaking out over how bad the phone is appeared first on BGR.

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    • By Samsung Newsroom
      Play Asset Delivery (PAD) enhances the gaming experience by offering the advantages of application bundles, which are packages that group all necessary resources for efficient delivery, making downloads faster and installations smoother for players. Android App Bundles (AAB) are a type of PAD, the modern way of building and publishing Android applications and games in Google Play Store. The Samsung Galaxy Store recently introduced the option to upload AAB files to Galaxy Store Seller Portal. However, AABs have some Google Play Store proprietary features that might make a game non-functional when it is uploaded to Galaxy Store. This article explores ways in which you can utilize PAD while ensuring your game remains compatible with Galaxy Store.
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      PAD is a very useful feature that helps reduce the game's initial download size, as it downloads various game assets at runtime. There are multiple ways of using this feature in Unity games. However, certain PAD configurations may cause the game's assets to fail to load when the game is published to Galaxy Store. In this tutorial, you learn how to properly configure PAD and adjust Unity configurations accordingly, so your game can be successfully published to Galaxy Store.
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      Prerequisites
      To follow this tutorial, ensure that your setup has the following:
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      PAD implementation considerations
      There are multitude of ways to implement PAD in games built with the Unity engine. However, the most common method for implementing PAD restricts the game to being publishable exclusively on the Google Play Store and does not provide any easy method of disabling PAD for uploading these games into other storefronts. For the best experience with your game, it is recommended to use PAD to bundle all game assets together. This approach ensures that all necessary resources are downloaded right away, preventing any missing assets which could affect the user experience.
      There are three types of asset packs that can be configured while using PAD: "Install Time," "Fast Follow," and "On Demand." Games that use the "Install Time" asset packs can be uploaded to Galaxy Store without any issues as these assets are installed together with the game and do not require any separate downloads. When Galaxy Store generates a universal APK from AAB files, the "Install Time" assets are directly included in the APK.
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      Basic steps to implement PAD in your Unity game
      In this section, you learn how to configure your assets using PAD functionality that keeps your game compatible with both Google Play and Galaxy Store.
      In Unity, configure "Build Settings" to run the game on Android and generate the AAB: Click File > Build Settings and then select the Android tab. On the "Android" tab, select the Build App Bundle (Google Play) checkbox.



      Figure 1: Enabling the "Build App Bundle" option

      Install the "Addressables for Android" package from the Unity Package Manager. This additionally installs the "Addressables" package as a dependency. Initialize PAD. Go to Window > Asset Management > Addressables and click Init Play Asset Delivery.



      Figure 2: "Init Play Asset Delivery" option

      Configure the "Addressables Groups" for assets: Select Window > Asset Management > Addressables > Groups. Click New > Play Asset Delivery Assets. This creates a new group. Enter a descriptive name. For the purposes of this walkthrough, name one group "Grass" and then create another group and name it "Ground."



      Figure 3: Creating asset groups

      Assign the assets to the Addressables Group: Select the assets you want to assign to an Addressables Group and in the "Inspector" dialog box, tick the Addressable checkbox. The asset is converted into an "Addressable" and assigned to the default Addressables Group.



      Figure 4: Converting assets into Addressables

      Click the folder name in the "Group" field. In the example, the folder name is "Grass."
      Drag and drop the asset from the default group to the group of your choosing. For the purposes of this exercise, assign the grass material related assets to the "Grass" Addressables Group and ground material related assets to the "Ground" Addressables Group.




      Figure 5: Assigning assets to groups

      Configure the "Play Asset Delivery" schema for these addressable groups to add the PAD functionality to your game: Select any of the top-level Asset Group names in the "Addressables Groups" window to open the inspector window for that group. Scroll down in the "Inspector" window until you find the "Play Asset Delivery" schema. From the "Delivery Type" dropdown list, select Install Time, Fast Follow, or On Demand, based on your requirements. There is a demonstration below on how the game might behave on Galaxy Store when you choose the option "On Demand." For more information, see the Testing your PAD Enabled Game on the Play Store and Galaxy Store section.



      Figure 6: Selecting the delivery type for asset groups

      In the "Addressables Groups" dialog box, select Build > New Build > Play Asset Delivery. Now, the game's addressable-asset configuration is complete. Each asset assigned to an addressable group is packed into an asset pack for that group and the asset pack can be downloaded separately using PAD. Note that asset packs can only be downloaded separately from the Play Store if their delivery type is "On Demand" or "Fast Follow."
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      To complete this setup, use the AssetReference type in your game. This feature enables you to manage and edit addressable assets dynamically at runtime, which gives you more flexibility and control over the assets that your game uses.
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      Testing your PAD-enabled game on the Play Store and Galaxy Store
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      Figure 7: "Split Application Binary" option

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      Figure 8: Additional file download notification

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      Figure 9: Assets updated in the game

      However, when the same game AAB file is uploaded to Galaxy Store and a user downloads it from this store, the PAD assets are not downloaded. Thus, when the game tries to use these assets, they cannot be loaded into the game's memory and glitches might appear.
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      Figure 10: Issues might occur if a PAD-enabled game is uploaded to Galaxy Store

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      To make your game build compatible with all storefronts, choose one of the following approaches.
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      Figure 11: "Split Application Binary" unchecked option.

      With this option, the assets are packaged together with the game and no separate download is required.
      Option 2: Change delivery type to "Install Time"
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    • By Samsung Newsroom
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    • By Samsung Newsroom
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      Remember, sensor ranges may vary from device to device. You may get different values for different Galaxy Watch models.
      Download the example from this blog:
      SensorMinxMax (313.2KB) Sep 10, 2024 Summary
      This article demonstrates how you can retrieve the maximum and minimum ranges of sensors from your Galaxy Watch running Wear OS powered by Samsung. You can also use the above approaches to get other necessary available information from the watch that can be used for the precise and effective operation of sensor-based applications in a variety of fields.
      If you have any questions about or need help with the information in this article, you can reach out to us on the Samsung Developers Forum or contact us through Developer Support.
      View the full blog at its source





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