Thursday, May 23, 2013

UNITY GAME ENGINE

Unity (game engine)

From Wikipedia, the free encyclopedia
Unity
Unity 3D logo.png
Developer(s)Unity Technologies
Stable release4.1.5 / June 2013
Written inC#/C++[1]
Operating system
Available inEnglish
TypeGame creation system
License cost aprox. $1,500 USD or $75/month subscription for 12 months
Websitewww.unity3d.com
Unity (also called Unity3D) is a cross-platform game engine with a built-in IDEdeveloped by Unity Technologies. It is used to develop video games for web plugins, desktop platforms, consoles and mobile devices, and is utilized by over one million developers.[2] Unity is primarily used to create mobile and web games, but can also deploy games to consoles or the PC. The game engine was developed in C/C++, and is able to support code written in C#JavaScript or Boo. It grew from an OS X supported game development tool in 2005 to the multi-platform game engine that it is today.[2]
The latest update, Unity 4.1, was released March 2013. It currently supports development for iOSAndroidWindowsBlackberry 10OS XLinuxweb browsers,FlashPlayStation 3Xbox 360, and Wii U.[3] The game engine is downloadable from their website in two different versions: Unity and Unity Pro.

Contents

  [hide

Features[edit]

Rendering[edit]

The graphics engine uses Direct3D (Windows, XBOX 360), OpenGL (Mac, Windows, Linux), OpenGL ES (Android, iOS), and proprietary APIs (Wii). There is support for bump mappingreflection mappingparallax mappingscreen space ambient occlusion (SSAO), dynamic shadows using shadow mapsrender-to-texture and full-screen post-processing effects.[4]
Unity supports art assets and file formats from 3ds MaxMayaSoftimageBlendermodoZBrushCinema 4DCheetah3DAdobe PhotoshopAdobe Fireworks and Allegorithmic Substance. These assets can be added to the game project, and managed through Unity's graphical user interface.[5]
The ShaderLab language is used for shaders, supporting both declarative "programming" of the fixed-function pipeline and shader programs written in GLSL or Cg. A shader can include multiple variants and a declarative fallback specification, allowing Unity to detect the best variant for the current video card, and if none are compatible, fall back to an alternative shader that may sacrifice features for performance.[6]

Scripting[edit]

The game engine's scripting is built on Mono, the open-source implementation of the .NET Framework. Programmers can use UnityScript (a custom language with ECMAScript-inspired syntax, referred to as JavaScript by the software), C#, or Boo (which has a Python-inspired syntax).[7] Starting with the 3.0 release, Unity ships with a customized version of MonoDevelop for debugging scripts.[8]

Asset Tracking[edit]

Unity also includes the Unity Asset Server - a version control solution for the developer's game assets and scripts. It uses PostgreSQLas a backend, an audio system built on the FMOD library (with ability to playback Ogg Vorbis compressed audio), video playback using the Theora codec, a terrain and vegetation engine (which supports tree billboarding, Occlusion Culling with Umbra), built-in lightmapping and global illumination with Beast, multiplayer networking using RakNet, and built-in pathfinding navigation meshes.[9]

Platforms[edit]

Unity supports deployment to multiple platforms. Within a project, developers have control over delivery to mobile devices, web browsers, desktops, and consoles.[10] Unity also allows specification of texture compression and resolution settings for each platform the game supports.[10]
Currently supported platforms include WindowsMacLinuxAndroidiOS, Unity Web Player, Adobe FlashPlayStation 3Xbox 360 andWii. Although not officially confirmed, Unity also supports the PlayStation Vita as can be seen on the game Escape Plan.
Upcoming platforms include BlackBerry 10Wii UWindows 8, and Windows Phone 8.

Asset Store[edit]

Launched in November 2010, the Unity Asset Store is a resource available within the Unity editor. The store consists of a collection of over 4,400 asset packages, including 3D models, textures and materials, particle systems, music and sound effects, tutorials and projects, scripting packages, editor extensions and online services.
The store also contains many extensions, tools and asset packages such as the package NGUI: Next-Gen UI by Tasharen Entertainment,[11] and the visual scripting extension uScript by Detox Studios, Tidy Tile Mapper,[12] a 2D/3D tile-based game design extension by Doppler Interactive and the input scripting package FingerGestures.[13]

Physics[edit]

Unity also has built-in support for Nvidia's (formerly Ageia's) PhysX physics engine (as of Unity 3.0) with added support for real-time cloth simulation on arbitrary and skinned meshes, thick ray casts, and collision layers.[14]

Versions[edit]

The first version of Unity was launched at Apple’s Worldwide Developers Conference in 2005. It was built to function and build projects on Mac computers and garnered enough success to continue development of the engine and tools for other platforms.[2] Unity 3 was released in September 2010 and focused on introducing more of the tools that high-end studios have at their disposal. This allowed the company to capture the interest of bigger developers while providing independent and smaller teams with a game engine in one affordable package. The latest version of Unity, Unity 4.0, was released in late 2012, and includes additions such as Mecanim animation andDirectX 11 support.

Unity 3.5[edit]

Unity 3.5 was one of the largest releases for the Unity development platform and added new features and improvements to existing technology.[15] These included the Shuriken particle system, navmesh for pathfinding and obstacle avoidance, linear space (gamma correct) lighting, HDR rendering, multi-threaded rendering, light probes, Google Native Client deployment, re-written occlusion culling, built-in level of detail support, Adobe Flash Player add-on preview, GPU profiler, and directional lightmaps.[16]

Unity 4[edit]

Unity 4 was announced on June 18, 2012 and includes several new additions to the technology in the initial Unity 4.0 release. The Unity 4 release cycle will, like previous releases, include several updates with additional features over the course of its lifespan, such as the new Retained GUI, which is due in a future 4.x update. It was released on November 14, 2012.[17]
New features include DirectX 11 support and Mecanim animation. Mobile graphics enhancements include real-time shadows, skinned mesh instancing, the ability to use normal maps when baking lightmaps and a refined GPU profiler. Furthermore, the Adobe Flashdeployment add-on has also been released with Unity 4.0. While deployment has been possible for those with the Unity 3.5 compatible beta tool, the final release of the deployment add-on will require Unity 4. Unity 4.2 is rumored to feature shadow support for the free version. However, it has some limitations such as restricted to only one directional light and "hard" shadows.[18]
Unity 4 also includes a new deployment option to publish games to the desktop.[19][20][21] While the deployment add-on can potentially work with various forms of Linux, development is primarily focused on Ubuntu for its primary release.[22] This deployment option will be provided to all Unity 4 users at no additional cost.[23] Engineers from Unity work with Ubuntu in Canonical's team for games.[24] Since version 4, Unity is working in collaboration with Facebook to launch an improved Unity experience on the social platform[25] through itsUnity Web Player.

Mecanim[edit]

Mecanim is Unity's animation technology that has been in development for years, first by the company of the same name, and then at the Unity Canada offices following the acquisition. The technology is built to bring fluid and natural motion to characters with an efficient interface. Mecanim includes tools for creating state machines, blend trees, IK rigging, and automatic retargeting of animations from within the Unity editor.[26]
Additionally, an array of retargetable animation will be available in the Unity Asset Store upon launch of the tool. Many of these animation files use motion capture and are provided at no cost by Unity Technologies.

Other enhancements[edit]

  • Shuriken particle system supports external forces, bent normals and automatic culling
  • 3D texture support
  • Navigation: dynamic obstacles and avoidance priority
  • Major optimizations in UnityGUI performance and memory usage
  • Dynamic fonts on all platforms with HTML-like markup
  • Remote Unity Web Player debugging
  • New Project Window workflows
  • Iterative lightmap baking
  • Refined component-based workflows
  • Extensible inspectors for custom classes
  • Improved Cubemap import pipeline
  • Geometry data improvements for huge memory and performance savings
  • Meshes can be constructed from non-triangle geometry—render points & lines efficiently
  • Search, live preview and buy Asset Store assets from the Project Window

Licensing[edit]

There are two main licenses for developers: Unity and Unity Pro,.[27] The Pro version is available for $1500, and the regular version is a free download. The Pro version has additional features, such as render-to-texture, occlusion culling, global lighting and post-processing effects. The Free version, on the other hand, displays a splash screen (in standalone games) and a watermark (in web games) that cannot be customized or disabled.
Both Unity and Unity Pro include the development environment, tutorials, sample projects and content, support via web forums, wiki access, and future updates in the same major version (i.e. buying Unity Pro 4 gets all future Unity Pro 4.x updates for free).
In May of 2013 Unity Technologies announced that Unity for Android, iOS, Windows Phone 8 (in beta), Blackberry 10 (in beta), and Windows Store 8 Metro (in beta) are included with the free Unity license.[28] A Unity Pro license will still be required to purchase an Android Pro or iOS Pro license.
Source code, PlayStation 3Xbox 360Wii U and Wii licenses are negotiated on a case by case basis.[29]

Live Training[edit]

Unity organisation is providing free online training sessions on their website.[30]

Games[edit]

Unity has been used to create many popular games, including Bad Piggies[31], and Slender: The Arrival.[32] Temple Run 2 was ported to Unity for its Android version.[33]

Tuesday, May 21, 2013

8 Open Source Android Game Engines

Most Android game developers don’t know what to do, they always admire iPhone developers can play it with the free game engine such as Cocos2d-iPhone, and complain there are no the same one on Android. In fact, we can find some good open source game engines for Android OS. Below is 8 open source Android game engines which I know. You can build your great Android game with them, and there are also some of them be stopped to develop, but you can learn a lot from them too. If you know any others, please don’t hesitate to leave your comment here.

1. angle

This project is aimed to be a way to develop 2D games using OpenGL ES on Android providing as much speed as possible. The engine is entirely coded in java so you can overload every object for your convenience.

AndEngine is a free 2D OpenGL Game Engine for the Android platform with following features. You can find many examples from here.
  • Android-Optimized
  • Android 1.6 Compatibility
  • SplitScreen
  • Network Multiplayer
  • Live-Wallpapers
  • MultiTouch
  • Physics-Engine (Box2D).
3. libgdx

Libgdx a cross-platform Java game development framework based on OpenGL (ES) which written in Java with some JNI code for performance hungry sections.
4. catcake

Catcake is a cross-platform 3D graphics engine intended to be easy-to-use and high performance, which also supports the features for game development, such as animation, input device handling and sound playing, it runs on Windows, Linux and Android.
5. jPCT-AE

If you are already familiar with jPCT, you should have known it. jPCT-AE is an open source 3D engine for Android, it’s a port of jPCT to Android.
6. loon-simple(Chinese)

Loon-simple(LGame) is one part of Loonframework, which focus on Android and J2SE game 2D development. You can download many sample with full source code.
7. alien3d

Alien3D is a OpenGL ES based game for Android. Some samples can be found here. It seems this project was stopped since 2009.
8. rokon

Rokon is an open source game engine for Android based OpenGL ES. Unfortuantely the author stopped to maintain this project. If you only want to know something about game engine, you also can download and read the source.

But One thing i can be sure ; Once you start to learn a engine, stick onto it only.

Monday, May 20, 2013

Android Game Engines

Commercial C++ frameworks:
  • unity3D: very good (available on Android, iOS, Web, Windows, OS X) [Game: Rocket Bunnies]
  • Unreal Engine (commercial): the best engine but not for beginners [Game: Dungeon Defenders]
Open Source C++ frameworks:
  • Ogre3D: the best open source 3d engine but it is a large framework
  • Irrlicht: good performance, light framework [Game: Moblox]
  • Linderdaum Engine: open source for Windows and Android
  • Cocos2d-x: open source cross platform
Java Open Source Frameworks:
  • AndEngine (Open Source): good performance. For documentation, look examples and read source code; but it is the Free library to begin a game project [Game: Drop Block]
  • cocos2d for Android: Garbage Collector problem
  • SDL is not a good idea because it is designed for framebuffer access.
  • rokon: good performance and designed for mobile but project seems dead.
Physics Engine:
  • box2d (OpenSource): fast and easy
  • jbox2d (OpenSource): so slow on Java that I made a JNI wrapper with SWIG to use native box2d (AndEngine does the same)
  • chipmunk (OpenSource): fast but I prefer box2d
  • bullet (OpenSource): excellent 3D engine
Warning, with Froyo and JIT, Java libraries perform much better. But the Garbage Collector problems are always valid. With Gingerbread, the garbage collector is continous so no problem.

Saturday, May 11, 2013

Samsung Galaxy S4


Samsung Galaxy S4
Galaxy S4 in black
Galaxy S4 in Black Mist
ManufacturerSamsung Electronics
SloganLife companion
Live in a world of infinite possibilities
SeriesGalaxy S
Model
GT-I9500 (Chipset - Exynos 5 Octa 5410 CPU - Quad-core 1.6 GHz Cortex-A15 & quad-core 1.2 GHz Cortex-A7 GPU - PowerVR SGX 544MP3)[1]
GT-I9505 (quad core Snapdragon 600, LTE)
SHV-E300K/S/L (Korean; Exynos 5 Octa core, LTE)
Compatible networks
2.5G GSM/GPRS/EDGE – 850, 900, 1800, 1900 MHz
2.5G CDMA 1xRTT/1x-Advanced - 800, 1900 MHz
3G UMTS/HSPA+ – 850, 900, 1900, 2100 MHz
3G CDMA Ev-DO Rev. A - 800, 1900 MHz (select carrier models also support theAWS 1700/2100 MHz band)
4G LTE Rel. 8 (UE Cat 3) – 700, 800, 1700, 1800, 1900, 2600 MHz or up to 6 different band sets (dependent on market) FDD,TDD (dual mode version)
First released26 April 2013;
48 days ago
PredecessorSamsung Galaxy S III
TypeTouchscreen smartphone
Form factorSlate
Dimensions136.6 mm (5.38 in) H
69.8 mm (2.75 in) W
7.9 mm (0.31 in) D
Weight130 g (4.6 oz)
Operating systemAndroid 4.2.2 "Jelly Bean"
SoCSamsung Exynos 5 Octa (GT-I9500 and SHV-E300S version)
Qualcomm Snapdragon 600 (GT-I9505 version)
CPU
1.6 GHz quad-core Cortex-A15 and 1.2 GHz quad-core Cortex-A7 (GT-I9500 version)
1.9 GHz quad-core Krait 300 (GT-I9505 version)
GPU
IT tri-core PowerVR SGX 544 GPU (GT-I9500 version)
Adreno 320 (GT-I9505 version)
MemoryGB LPDDR3 RAM
Storage16, 32 or 64 GB
Removable storageUp to 64 GB microSDXC
Battery2600 mAh Li-ion
User replaceable
Qi wireless charging (optional)
Display5 in (130 mm) Pentile RGBG Full HD Super AMOLED 441 ppi (1920×1080)
Corning Gorilla Glass 3.0
Rear camera13 megapixels 1080p Full HD Video Recording @ 30fps Back-illuminated sensor, Auto focus, Touch to focus, Digital image stabilization, Face detection, Smile detection, Exposure compensation, White balance presets, Digital zoom, Geo tagging, High Dynamic Range mode (HDR), Panorama, Scenes, Effects, Self-timer, Voice activation
Front camera2 megapixels 1080p HD Video Recording @ 30fps Back-illuminated sensor
SoundMono speaker with Qualcomm DAC orWolfson Micro WM5102 audio chip[2]depending on version.
Connectivity
OtherAccelerometerBarometerGesture sensorGyroscopeHall effect sensor,HygrometerMagnetometerProximity sensorRGB light sensorThermometer[3]
SAR
  • GT-I9500 version:[4]
    US
    0.85 W/kg (head)
    1.55 W/kg (body)
    EU
    0.42 W/kg (head)
    0.54 W/kg (body)
  • GT-I9505 version:[4]
    US
    0.77 W/kg (head)
    1.17 W/kg (body)
    EU
    0.28 W/kg (head)
    0.40 W/kg (body)
WebsiteSamsung.com/global/microsite/galaxys4/
References[5][6][7]
The Samsung Galaxy S4 is a smartphone manufactured by Samsung Electronics. It was announced in New York City on March 14, 2013[5][6] as the successor to the Samsung Galaxy S III. The phone has many distinguishing software features such as Air Gesture, Smart Stay, and Smart Scroll; a 13-megapixel back camera, and a 5-inch (130 mm) 1080p display.[5][6] It is the firstTCO certified smartphone.[8] The S4 has two major variants, one featuring a quad-core Qualcomm Snapdragon 600 and the other featuring an Samsung Exynos 5 Octa. The Exynos 5 Octa version features the first big.LITTLE architecture central processing unit (CPU) but does not have LTE connectivity. The CPU has eight cores, four of which can be active at one time to emulate a quad-core processor.
The S4 was made available in late April 2013 on 327 networks worldwide and in 155 countries.[9] Upon its release, it became the fastest selling smartphone in Samsung's history, with 10 million devices sold as of May 22, 2013. Google is releasing a version of the U.S. Galaxy S4 running stock Android with Google-provided updates, similar to the Google Nexus smartphones. Samsung has announced that they will be releasing a miniaturized variant of the S4 and will be releasing an "Active" variant with a water resistant case, shock resistance, and an 8 megapixel camera.

Contents

  [hide

History[edit]

The S4's codename during development was Altius.[10]

Production[edit]

It is manufactured by Samsung. Samsung announced that considering the growing smartphone market in India, it would add to the current Korean manufacturing by additionally manufacturing the Galaxy S4 in India.[11]

Features[edit]

Software[edit]

The Galaxy S4 ships with Android 4.2.2 and Samsung's TouchWiz Nature user experience. Eye tracking features have been extended on the S4; the new "Smart Scroll" feature can be used to scroll while looking at the screen by slightly tilting the phone, and "Smart Pause" allows the video player to pause videos if the user is not looking at the screen. "Air View" implements gestures and other functionality (such as previewing images or messages) by holding or swiping a hand or finger slightly above the screen. The "Group Play" feature allows ad hoc sharing of files between Galaxy phones, along with multiplayer games and music streaming between Galaxy S4 phones. The "Adapt Sound" and "Adapt Display" functions can automatically adjust settings for the screen and sound system for optimal quality.[citation needed]
The camera app implements numerous new features (some of which were first seen on the Galaxy Camera), including an updated interface, and new modes such as "Drama" (which composes a moving element from multiple shots into a single photo), "Eraser" (which takes multiple shots and allows the user to remove unnecessary elements from a picture), "Dual Shot" (which uses the front-facing camera for a picture-in-picture effect), "Sound and Shot" (which allows the user to record a voice clip alongside a photo), "Animated Photo", and "Story Album" among others. Other new pre-loaded apps include WatchOn (an electronic program guide that can utilize an infrared transmitter on the top of the phone as a TV remote), S Translator, the workout tracker S Health, S Voice Drive, S Travel, and an optical character recognition app. A new enterprise-oriented feature known asSamsung KNOX allows the phone to be separated into modes for personal use and business use, and gives the business mode high security.[12] It supports the aptXcodec which improves Bluetooth-headset connectivity.
The ChatON app has basic features which are auto friends registration, text chat, & multimedia deliver, and put new features which are My Page, voice/video chat, & translate. The main function of ChatON is divided into Multimedia, Group Chat, Trunk, and Animation Message. ChatON can send text, picture, video, & audio as multimedia. Users use the personal profile into My Page. They can create group chat rooms just by selecting more than 2 buddies. All the contents that have been shared in each chat is saved into each trunk. Animation Message turns some simple drawing and stamping into short moving videos.

Back of the Black Mist S4

Hardware and design[edit]

The screen features a 5-inch (130 mm) (sometimes stated as 4.99-inch[13]PenTile RGBG Full HD Super AMOLED screen with 441 pixels per inch; it is made ofGorilla Glass 3.[14]
The S4 comes with either 16GB, 32GB or 64GB of internal storage, which can be supplemented with up to an additional 64GB with the microSD card slot.[15]
The S4 GT-I9505 includes a multiband LTE transceiver and both models feature an infrared LED that can serve as a universal remote control.[5]
Built into the 2600 mAh battery is near field communication (NFC) connectivity, which allows users to perform non-touch payments at shops that employ specially equipped NFC cash registers. The SC-04E model has a FeliCa secure element, unlike other models which contain an NFC-A secure element. The NFC-A secure element on the SC-04E is provided on the SIM card. The battery can be wirelessly charged using a Qi standard special charging pad (sold separately) that utilizes magnetic resonance to produce a magnetic field through which power can be transferred.
The Galaxy S4 supports the High Efficiency Video Coding (HEVC) video format.[5][6][16]
In addition to the touchscreen, the S4 has several physical user inputs including a home button located near the bottom of the screen, at the bottom of the S4 is the primary microphone and the microUSB port for both data connections and charging; it also supports USB host and MHL 2.0. There are volume keys on the left side and a power/lock key on the right. At the top there is a 0.14-inch (3.6 mm) headphone jack, the secondary microphone, and infrared blaster. The backside of the S4 has the 13 megapixel camera lens and LED flash, and at the bottom left edge has the loudspeaker.[17]
The S4 features a sensor that when the cover is closed, it displays on a screen window that allows view-through access to alerts and status. This sensor is utilized by the Samsung official accessory, the S View Cover.[18]

Samsung Galaxy S4 Retail Box with the S View Cover.
The S4 comes in two variants that differ primarily in the internal hardware:

Quad-core variant[edit]

This S4 version for North America, most of Europe, parts of Asia, and other countries has Qualcomm's Snapdragon 600 SoC containing a quad-core 1.9 GHz Krait 300 CPU and an Adreno 320 GPU.[19][20]

Octa-core variant[edit]

This S4 version has Samsung's Exynos 5 Octa (octa-coresystem on a chip(SoC) chip containing the first ARM big.LITTLE heterogeneous architecturecentral processing unit (CPU). The eight core CPU comprises a 1.6 GHz quad-core Cortex-A15 cluster and 1.2 GHz quad-core Cortex-A7 cluster.[9][21] The cluster of four faster "big" A15 cores is paired with the cluster of four slower, more power-efficient "LITTLE" A7 cores. At any given time, either the big cluster is active (for maximum performance) or the LITTLE cluster (for maximum power efficiency).[dubious ] The switching of the active cluster is performed on demand by the chip firmware, with the migration of the running software from outgoing to incoming cores taking 20 Âµs. The CPU emulates a single quad-core processor to the operating system and applications.[19][21][22] The SoC also contains an ITtri-core PowerVR SGX 544 graphics processing unit (GPU). The GT-I9500 version of the S4 does not support LTE.[23] The E300K/L/S versions support LTE, with the Cortex-A15 also clocked at 1.6 GHz.[24][25][26]

Model variants[edit]

ModelGT-I9500[27]SHV-E300K/L/S[1][24][25][26][28]GT-I9505[29][30]SGH-I337[31][32]SGH-M919[31][33]SCH-I545[31][34]SPH-L720[31][35]SCH-R970[31][36]GT-I9508[37]SCH-I959[38]GT-I9502[39]SGH-N045[40]
(SC-04E)
CountriesInternationalSouth KoreaInternationalUnited StatesChinaJapan
CarriersInternationalKTLG U+SK TelecomInternational (LTE)AT&TT-Mobile USVerizonSprintU.S. CellularChina MobileChina TelecomChina UnicomNTT docomo
2G850, 900, 1800, 1900 MHz
GSM /GPRS /EDGE
900, 1800, 1900 MHz
GSM / GPRS / EDGE
850, 900, 1800, 1900 MHz
GSM / GPRS / EDGE
CDMA
850, 900, 1800, 1900 MHz
GSM / GPRS / EDGE
CDMA900, 1800, 1900 MHz
GSM / GPRS / EDGE
850, 900, 1800, 1900 MHz
GSM / GPRS / EDGE
3G850, 900 MHz,PCS, IMT
UMTS /HSPA+
PCS, 2100 MHz
UMTS / HSPA+
850, 900 MHz,PCS, 2100 MHz
UMTS /HSPA+
850 MHz,PCS, 2100 MHz
UMTS /HSPA+
850 MHz,AWSPCS, 2100 MHz
UMTS /HSPA+
800, 1900 MHz
EVDO Rev. A
850, 900, 1900, 2100 MHz
UMTS / HSPA+
800, AWS, 1900 MHz
EVDO Rev. A
1880, 2010 MHz
TD-SCDMA
900, 2100 MHz
UMTS /HSPA+
800, 1900 MHz
EVDO Rev. A
850, 900 MHz,PCS, IMT
UMTS /HSPA+
800, 2100 MHz
UMTS /HSPA+
4G
LTE
No[1]K: GSMDCS
L: CLR, IMT
S: CLR, DCS
800, 850,GSM, 1800 MHz, IMT, IMT-E700 MHz (Band 17),AWS, IMT, IMT-E700 MHz (Band 17), CLR, AWS,PCS, IMT, IMT-E750 MHz (Band 13),AWSExtended PCS700 MHz (Band 12), CLR, AWS,PCSNo800 MHz,PDC, IMT
Max
network
speed
DC-HSPA+: 42 Mbit/sLTE: 100 Mbit/sDC-HSPA+: 42 Mbit/sLTE: 100 Mbit/s
Broadcast
receiver
T-DMB1seg
ISDB-Tmm
Dimensions136.6×69.8×7.9 mm (5.38×2.75×0.31 in)
Weight130 g (4.6 oz)133 g (4.7 oz)130 g (4.6 oz)132 g (4.7 oz)134 g (4.7 oz)
Operating
system
Android 4.2.2 with TouchWiz "Nature UX 2.0" graphical user interface
SoCSamsung Exynos 5 OctaQualcomm Snapdragon 600 APQ8064T[41]Samsung Exynos 5 OctaQualcommSnapdragon 600APQ8064T[42]
CPU1.6 GHz quad-core ARM Cortex-A15 &
1.2 GHz quad-core ARM Cortex-A7
1.9 GHz quad-core Qualcomm Krait 3001.6 GHz quad-coreARM Cortex-A15 &
1.2 GHz quad-coreARM Cortex-A7
1.9 GHz quad-coreQualcomm Krait 300
GPUIT SGX544MP3Qualcomm Adreno 320IT SGX544MP3QualcommAdreno 320
RAM2 GB
Storage16/32/64 GB32 GB
SAR US[4]Head: 0.85 W/Kg
Body: 1.55 W/Kg
Head: 0.77 W/Kg
Body: 1.17 W/Kg
Head: 0.84 W/Kg
Body: 1.18 W/Kg
Head: 1.03 W/Kg
Body: 1.31 W/Kg
Head: 0.75 W/Kg
Body: 1.43 W/Kg
Head: 0.98 W/Kg
Body: 1.58 W/Kg
Head: 0.96 W/Kg
Body: 1.23 W/Kg

Google edition[edit]

At the Google I/O 2013 keynote, Samsung and Google revealed that an edition of the U.S. Galaxy S4 would be released on June 26, 2013 through Google Play, featuring stock Android 4.2.2 with Google-provided updates in place of TouchWiz and carrier-provided updates; it has an unlockable bootloader (similar to Nexus devices) and supports LTE on AT&T and T-Mobile's networks.[43]

Reception[edit]

Critical reception[edit]

The Galaxy S4 received mostly positive reviews. GigaOM's Tofel says he would recommend the S4 "without hesitation" and says that it's "Samsung's defining phone".[44] ReadWrite's Rowinski described the phone as a "solid smartphone," but criticised Samsung's use of "bloatware, pre-loaded apps and features that you will likely never use," but called the S4 "a first-rate smartphone."[45] Time's McCraken says the S4 is a smartphone with everything, it has the biggest screen and the most built-in features. He wishes the S4 marks the end of Samsung's plan to just add too many new features with its flagship smartphones.[46]
Reviewer Walt Mossberg criticised the S4, saying "I’ve been testing the Galaxy S4 intensively for four days and while I admire some of its features, overall, it isn’t a game-changer." Mossberg described the software as "especially weak" and "often gimmicky, duplicative of standard Android apps, or, in some cases, only intermittently functional." He stated "I urge readers looking for a new Android smartphone to carefully consider the more polished-looking, and quite capable, HTC One, rather than defaulting to the latest Samsung."[47]
Consumer Reports named the Galaxy S4 as the top smartphone due to its screen quality, multitasking support, and built-in IR blaster.[48]
Despite only using about 1 GB more than the S III, critics noted that about half of the internal storage on the S4's 16 GB model was taken up by its system software; leaving only 8 to 9.15 GB for the storage of downloaded apps (which cannot be moved to the SD card) and other data. Samsung initially stated that the space was required for the S4's new features, but following a report on the BBC seriesWatchdog, Samsung stated that it would review the possibility of optimising the S4's operating system to use less disk space.[49][50][51]Samsung began to roll out a new software update in June 2013; alongside other tweaks, it frees 80 MB of internal storage, and restores the ability to move apps to the device's SD card.[52]

Commercial reception[edit]

It reached 10 million pre-orders from retailers in the first two weeks after its announcement.[53] In the United States, this prompted Samsung to announce that due to larger than expected demand, the roll out of devices on U.S. Carriers Sprint and T-Mobile will be slower than expected.[54]
The S4 sold 4 million in 5 days, 6 million in 15 days, and sold 10 million to retailers in 27 days; this is the fastest selling smartphone in Samsung's history and the fastest selling Android device in history.[55][56] The Samsung Galaxy S III sold 4 million units in 21 days, theSamsung Galaxy S II took 55 days, and the Samsung Galaxy S took 85 days.[