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Galaxy S23 battery and cooling details leak, teasing great news for cheaper models


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Samsung Galaxy S22 Plus

The Galaxy S23 launch is just a few weeks away, or plenty of time for Samsung’s remaining secrets to leak. Thanks to a series of renders and official press image leaks, we already know what the three phones will look like. More importantly, we know that all Galaxy S23, Galaxy S23 Plus, and Galaxy S23 Ultra models will feature the same Qualcomm Snapdragon 8 Gen 2 chip.

But more details have leaked about a few key features that potential Galaxy S23 buyers might care about: screen brightness, battery sizes, and cooling systems. The good news is that Samsung appears interested in bridging the gap between the more affordable models and the Ultra.

Per Ice Universe, the Galaxy S23 and Plus will get the same peak screen brightness as the Ultra. That’s 1750 nits, matching the current Galaxy S22 Ultra screen performance. The base Galaxy S22 tops at 1300 nits of brightness.

Because Ultra did not further improve the screen brightness, the regular upgrade of S23 and S23+ has caught up with S23 Ultra, 1750nit,which is a good psychological comfort for S23 and S23+, but it is boring for S23 Ultra users. https://t.co/m6a35FoTRb

— Ice universe (@UniverseIce) December 26, 2022

Perhaps more important than screen brightness is battery life. And it looks like Samsung will increase the battery capacity of the smaller models. The Galaxy S23 and Plus models will feature an additional 200 mAh battery capacity compared to their predecessors. We’re looking at 3,900 mAh and 4,700 mAh batteries for the two phones.

The Ultra will pack the same 5,000 mAh battery as its predecessor.

When it comes to charging, the Galaxy S23 will support 25W chargers. The larger models will top at 45W like their predecessors. As we already saw with the S22 series, that’s not an exciting upgrade and is more of a marketing gimmick.

OK https://t.co/L3IUCDS5fY

— Ice universe (@UniverseIce) December 26, 2022

Finally, a different leaker provides another exciting detail, one that not all buyers might care about, however. The new phones should feature improved cooling systems compared to the Galaxy S22 series. This would ensure longer-lasting peak performance when using apps that demand more resources.

The Galaxy S22 performance issues that came to light right after Samsung started shipping the phone were partly blamed on the lack of proper active cooling. Some claimed that Samsung cut costs on cooling, choosing to use software to throttle performance to avoid overheating and preserve battery life.

Samsung has a different policy in place for this year’s flagships. Reports from Korea said the company would not cut costs this time. Around the same time, Ice Universe indicated that the Galaxy S23 phones would not feature a good cooling system.

⭕️Officially and exclusively
Galaxy S23/S23+/S23 Ultra will have improved cooling systems🤩

💥S23 improved over S22 1.6
💥S23+ improved over S22+ 2.8
S23 Ultra improved over S22 Ultra 2.3

Samsung has addressed this point significantly during heavy use #GalaxyS23Ultra #A_Q pic.twitter.com/bjSsaq4j7m

— Ahmed Qwaider (@AhmedQwaider888) December 26, 2022

That said, we’re still only looking at leaks. Real-life testing and teardowns will provide evidence of the Galaxy S23’s performance and cooling. But we’ll have to wait for the phones to hit stores for that, which won’t happen before mid-to-late February.

Cooling aside, if these rumors are accurate, it looks like Samsung is looking to bridge the feature/specs gap between the cheaper S23 models and the Ultra. And that’s something Galaxy S fans who do not want the Ultra will appreciate.

The post Galaxy S23 battery and cooling details leak, teasing great news for cheaper models appeared first on BGR.

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      Figure 1: Enabling the "Build App Bundle" option

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      Figure 2: "Init Play Asset Delivery" option

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      Figure 3: Creating asset groups

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      Figure 4: Converting assets into Addressables

      Click the folder name in the "Group" field. In the example, the folder name is "Grass."
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      Figure 5: Assigning assets to groups

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      Figure 6: Selecting the delivery type for asset groups

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      Loading and using the addressable assets with AssetReference
      This section provides a script which details how to load the addressable assets that were implemented with PAD in the earlier sections. Your game is set up to load the addressable assets efficiently. If an asset has not been downloaded yet, the game automatically attempts to download it as an "On Demand" asset using PAD before it loads into the game.
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      To use two game addressable assets in your script, follow these steps:
      Create two AssetReference instances for the floor types (grass and ground) that you added in the previous section. Add the SerializeField attribute to these AssetReference instances. This enables setting up the assets directly from the Unity editor: [SerializeField] AssetReference Grass_mat; [SerializeField] AssetReference Ground_mat; In the Unity editor, drag and drop the grass and ground assets into the fields in the GameObject script section. Now the AssetReferences specifically reference these two assets during runtime.
      Downloading assets during runtime is necessary for PAD. Use AsyncOperations to load these assets:
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      In this game, we are using PAD to load the grass and ground assets. Once they are successfully loaded, you can change the floor tile material using the following handler functions.
      In this example, after loading the grass and ground assets, you apply the material change to all the floor tiles in the level:
      void OnGroundAssetLoaded(AsyncOperationHandle<Material> handle) { groundMaterial = handle.Result; foreach (GameObject prefab in floorPrefabs) { prefab.GetComponent<MeshRenderer>().material = groundMaterial; } } Save the script and go back to the Unity editor. The new materials are loaded and applied to the floor tiles in the level.

      Testing your PAD-enabled game on the Play Store and Galaxy Store
      The game configuration for using addressable assets and PAD is complete. Before publishing your game, consider whether to use the "Split Application Binary" option.
      On the Android Player settings, expand "Publishing Settings," and scroll down to the "Split Application Binary" checkbox. This checkbox decides how Unity handles packaging when building the game. If this checkbox is checked, Unity splits the base game files from the asset files when building the AAB and enables you to configure each PAD feature in your game. In the images below, you can see what happens when you choose this option. If this option is unchecked, Unity always generates a singular archive file and disables PAD. This is the safest option for uploading your game to Galaxy Store, if your PAD configuration is using options that are not supported by Galaxy Store.



      Figure 7: "Split Application Binary" option

      To enable PAD, check the "Split Application Binary" option Build the game and upload the generated AAB file to both the Play Store and Galaxy Store to check how the game behaves in both stores. If the game assets load correctly in both stores, the PAD configuration was done correctly. Below is an example of what might happen if "On Demand" configuration is used instead.
      When the game is downloaded from the Play Store, Unity automatically downloads the "On Demand" assets. A notification for an "Additional file download" appears during the download process:




      Figure 8: Additional file download notification

      Once the download is complete, the downloaded asset is loaded in your game, replacing the previous assets. In this example game case, the old ground and grass materials are changed to the new textures configured in the previous section.




      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.
      While additional error checking can be done to avoid these glitches, the functionalities which require PAD assets still cannot be used. Internally, the game checks the installation source before trying to download the PAD assets and throws an error if the game is not installed from the Play Store.




      Figure 10: Issues might occur if a PAD-enabled game is uploaded to Galaxy Store

      Making the game compatible with Galaxy Store
      To upload your game to Galaxy Store, you can adjust the asset handling to be compatible with Galaxy Store. The best way to do this is by bundling the assets together with the base game, as explained in the previous sections.
      This method is highly recommended. This ensures that the required assets are always available with the game, as well as allowing you to change the assets during runtime, if necessary. Though this can increase the game download size and require you to upload a separate AAB file to Galaxy Store, the process ensures that the assets are always available with the game for full feature parity across all storefronts.
      To make your game build compatible with all storefronts, choose one of the following approaches.
      Option 1: Uncheck the "Split Application Binary" checkbox
      Go to Build Settings > Player Settings > Publishing Settings and uncheck the Split Application Binary checkbox. When you then compile the game, the new AAB file is compatible with Galaxy Store and all the game's functionalities remain intact.




      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"
      If you want to keep using PAD, you can achieve compatibility by changing all addressable asset groups' delivery type to "Install Time." Keep in mind that when choosing this option, all assets need to be changed to "Install Time" one by one, while the previous one is a one-click process. Unlike "On Demand" and "Fast Follow" asset packs, "Install Time" asset packs are included in the universal APK. Thus, the assets are downloaded together with the game and work as intended without causing errors.
      From the user's perspective, the main difference between "Install Time" and other PAD options is whether the assets are downloaded when the game is installed or later during gameplay. The initial download size is larger when the assets are packaged together with the game, but on the other hand, the user will not need to wait for the assets to download later during gameplay. This enables offline gameplay as well.
      Conclusion
      In this tutorial, you have learned how to configure a Unity game with PAD so that it can easily be published to Galaxy Store without requiring massive changes or breaking any compatibility. For more information, check out the "Addressables for Android" package documentation page Build content for Play Asset Delivery. If you have any feedback or questions, reach out to us in the Samsung Developers Forum.
      View the full blog at its source





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