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Joined 11 months ago
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Cake day: August 4th, 2023

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  • My experience is dated, but figured I’d share it in case no one else has any input.

    I owned a few Motorola Android phones before and after the Google involvement. I think my most recent purchase was 2015.

    At that time, they were extremely “pure android” with very few additions beyond the stock experience. The things they added were way ahead of their time - I still think those devices had the best “always on” display implementation to this day, and they did it way before it became a norm.

    Their software and update support was rivaling Google at the time, and most other manufacturers were still in the days of 2 years of updates if you’re lucky.

    They just stopped making phones it seemed like. I ended up moving towards Pixels over the years, but Moto is the one company that would tempt me to switch back. That or maybe HTC but they’re dead.

    Hope you get a more recent answer - I didn’t even realize they were still making phones to be honest.



  • There’s isn’t enough physical space for three sensors on a smaller phone especially if it’s the size of the iPhone mini

    I wouldn’t go as far as to claim that “more cameras” is the complaints being made here. Sure, telephotos make sense as things that take up more space. But most people are using them for like 1 in 50 shots or something. I have an extremely hard time believing that someone would genuinely notice the difference unless they’re an extreme case or they’ve been told the other ones are better. Within reasonable effective focal lengths, these are pretty negligible in the sizes we’re talking about.

    If Apple couldn’t make a smaller phone sell particularly well, I doubt anyone else could.

    I hard disagree with this. Apple is literally the worst company to try to make this shit work. Apple’s core selling point is the status symbol of it all. People trying to show off having the flashiest phone are not going to buy a product being touted as a half baked smaller and cheaper version of something else. Their entire marketing was about it being mini. Apple customers are not the core audience for something like this, and Apple marketed it as exactly what people disliked about small phones.

    around or less than 5% of total iPhone 12 and 13 sales

    I find it more surprising that this was below expectations than I do that only 5% of people bought a smaller phone. I doubt much more than 1 in 20 people really is after a smaller phone. I’m sure they exist, but based on the people I know and the number of people I’ve heard interested in smaller phones, I’d estimate it more like 1 in 20 to 1 in 40. It’s not for most people by any means. But 1 in 20 is still a decent number of people.


  • They have to understand that the cameras on the biggest flagships occupy a lot of space and it isn’t feasible to bring it to a smaller form factor.

    Not… Really… Sure it makes some difference, but the much more constraining factor is the money. Cameras arent that big, but they’re one of the priciest pieces of hardware in the device.

    The problem is more that they keep trying to sell small phones at cheaper price points. So they end up with much worse screens, socs, and cameras so they perform like shit. People don’t want a small phone because they don’t care about their phone. People want small phones because the standard size is fucking huge. They need to make a high-ish tier small phone instead of low tier small phone that performs like the 50 Walmart shit.



  • I can understand that Valve doesn’t want to give false impressions that a game runs perfectly when there are imperfections as mentioned

    Idk, I disagree with this. It means that games are being labeled as “not verified” because of things that don’t really hamper what people would care about - the keyboard popping up for naming your character or seeing “A” in a green circle isn’t going to make people be like “oh no, this doesn’t work well on my steamdeck, I’m not playing it”. Does it look unprofessional? Sure. But that’s not what people care about when looking at the ratings for compatibility. They just want to know if it’s going to run well.

    These systems are all about trust and evaluating the right metrics. Having the right button icons matters to Valve but not the player. Once players play games that aren’t verified and they run fine, and they play games that are verified but still have performance hitches in some places, etc, the rating system loses its credibility and then it’s meaningless.

    On top of this, developers are already shunning the verification and just not bothering. Some of the things they ask for don’t directly affect the playability of their game. It’s an extra hoop for the developer to jump through, and if people don’t trust the badge, there’s no point in chasing it. Valve is literally undermining their own system from both sides by doing this.

    There’s already people in this thread touting protonDB being a better evaluation. It’s exactly this that will happen and will continue to happen and continue undermining their rating system until Valve aligns their verification system with what users actually care about.


  • I’d actually bet it’s something different…

    It’s less that you game on a steam deck because it’s portable, and more that because it’s portable you can game. There are people here and there that are like “yeah, I have a steam deck so I use that instead” but the sentiment I see more often is “I wouldn’t be able to game at all if it wasn’t portable - I can’t sit down for that long, I only have time on the train, I need to be near my kids” etc.

    And this changes the dynamic. It’s less that these people have “desktop gaming” and “portable gaming” and are choosing to play the AAA games while portable. They only have portable gaming. And they choose to play the same good games everyone else is playing. The only gaming they do is on their deck. And they’re not going to be like “oh, why play a good game like BG3 if I can play a shitty portable game like xyz”.

    These are just people’s primary gaming devices now. And if they can, they will choose to play the same good games everyone else is choosing to play. It doesn’t matter if it only runs OK, playing a good game with OK graphics is still better than playing a shitty game.





  • That’s why Pixels and some others have a “smart charge” feature that will wait to charge your phone until just before your alarm time so that it will finish right before you take it off the charger.

    why am I going backwards to needing to babysit my phone when it’s charging, and why would anyone want to charge their phone when they want to be using it vs when they’re asleep?

    I honestly don’t understand why people have such trouble with this. I can throw my phone on a charger when I go to shower and it’s at 80 percent when I get out, and that’s enough for my day. I could leave it while I get dressed and eat or something and it’d be at 100 if I needed. I don’t need my phone 24 hours a day. And there are many points in my day where I’m not using my phone for an hour that I could spare to charge it. I don’t need to leave it burning away permanent battery capacity for hours and hours every night.


  • Yes, the battery doesn’t charge to “dangerous - could explode” levels. But they very much do still charge to levels that are damaging to long term health/capacity of the battery.

    Yes, they tune the batteries so that 100% isn’t the absolute cap. But even with that accounted for, many batteries will be above values that would be considered good for the long term health of a lithium cell. 80 percent on most phones is still very much at levels that are considered damaging to lithium batteries.

    To put it another way, the higher you charge a lithium battery, the more stress you put on it. The more stress you put on it, the fewer charge cycles those components will hold. It’s not like there’s a “magic number” at 80 percent, it’s just that the higher you go the worse it is. Yes, some manufacturers have tweaked charge curves to be more reasonable. But they’ve also increased limits. Many batteries now charge substantially higher than most people would consider sustainable.

    And after such changes, 80% lands pretty close to the general recommendations for improved battery longevity. Every percent will help, but it’s not a hard and fast rule.

    Calibrations have gotten a little better in some ways, but all you have to do is look at basic recommendations from battery experts and look at your phones battery voltage to see that almost every manufacturer is pushing well past the typical recommendations at 90 or even 85 percent.



  • Can’t answer the rest of your question because I don’t use a one plus but:

    aren’t you supposed to charge the phone overnight?

    No, you aren’t “supposed” to charge your phone overnight. Leaving your phone on the charger at 100% is actually pretty bad for long term battery health. Hence why the notification exists in the first place. Modern phones also full charge in like an hour, so this leaves your phone in that state for many hours.

    The longer story is it’s actually best to stop charging your phone at 80 percent unless you really need the extra juice, because any time your phone spends above that is potentially damaging, but that tends to be hard to deal with for most people.

    Most of the phones I’ve seen with this feature have a “battery warning” or “charge notification” or “protect battery” type setting somewhere you can turn off. But again, I’ve never used a one plus so Idk if they do or where it is.


  • I had a programmer lead who rejected any and all code with comments “because I like clean code. If it’s not in the git log, it’s not a comment.”

    Pretty sure I would quit on the spot. Clearly doesn’t understand “clean” code, nor how people are going to interface with code, or git for that matter. Even if you write a book for each commit, that would be so hard to track down relevant info.




  • No, this does actually sound like a solution. But it’s a solution that should be scattered all throughout the process, and checked at multiple steps along the way. The fact that this wasn’t here to begin with is a bigger problem than the “client library failure” as it shows Wyze’s security practices are fucking garbage. And adding “one layer” is not enough. There should be several.

    To give a bit better context, which I can only be guessing at by reading between the lines of their vague descriptions and my first hand experience with these types of systems…

    Essentially your devices all have unique ids. And your account has an account/user ID. They’re essentially “random numbers” that are unique within each set, but there appear to be devices that have the same ID as a some user’s user ID.

    When the app wants to query for video feeds it’s going to ask the server “hey, get me the feed for devices A, B, and C. And my user ID is X”. The server should receive this, check if that user has access to those devices. But that server is just the first external facing step. It then likely delegates the request through multiple internal services which go look up the feed for those device IDs and return them.

    The problem that happened is somewhere in there, they had an “oopsie” and they passed along “get me device X, X, X for user ID X”. And for whatever reason, all the remaining steps were like “yup, device X for user X, here you go”. At MULTIPLE points along that chain, they should be rechecking this and saying “woah, user X only has access to devices A, B, and C, not X. Access denied.”

    The fact that they checked this ZERO times, and now adding “a layer” of verification is a huge issue imo. This should never have been running in production without multiple steps in the chain validating this. Otherwise, they’re prone to both bugs and hacks.

    But no, they clearly weren’t verified to view the events. Their description implies that somewhere in the chain they scrambled what was being requested and there were no further verifications after that point. Which is a massive issue.