Saturday, April 16, 2011
Sony Ericsson Aino now Remote Playing with European PS3s
iPad 2 review and Specification
Author: tattoo
| at : 6:58 AM |
Category :
Handhelds,
Ipad 2,
Tablet PCs
|
To say Apple's iPad 2 is an easy tablet to review is somewhat of an understatement. The device, a follow up to last year's wildly successful (and currently market-defining) iPad, is nearly identical when it comes to software, and though improved, closely related on the hardware side as well. With a 9.7-inch, 1024 x 768 display, the general size and shape of the device has remained the same, and though inside there's a new dual core A5 CPU, more memory, and a pair of new cameras, most of the iPad 2's changes are cosmetic. Still, the previous tablet soared far above most of its competitors when it came to the quality of both the hardware (if not its raw specs) and its software selection -- something Apple still stands head and shoulders over its adversaries on. So this new model, a thinner, sleeker, faster variant of the original may not be breaking lots of new ground, but it's already at the front of the pack. But is the iPad 2 worth an upgrade for those that took the plunge on the first generation? More importantly, does the device have what it takes to bring new owners into the fold? Those questions -- and more -- are all about to be answered in the full Engadget review, so read on!
The iPad 2 is both all about -- and not about -- the hardware. From an industrial design standpoint, the iPad 2 just seriously raised the bar on sleek, sexy computer hardware. If you're an owner of the original model, you know it was no slouch in the design department, but its latest iteration takes it to a whole other place. The first thing you'll probably notice about the iPad 2 is that it's thin -- unbelievably thin. At its thickest point, the tablet is just 0.34-inches (compared with the first iPad's half an inch of girth). The device is slightly shorter than the previous model (at 9.5-inches tall), but also slightly less wide (just 7.3-inches versus the iPad's 7.47-inches). It looks and feels amazingly sleek when you hold it. As Steve Jobs pointed out at the launch event, the device is thinner than the astoundingly thin iPhone 4 -- quite a feat considering what's packed inside the slate. Of course, it's still not exactly light, weighing in at 1.33 pounds (or 1.34 / 1.35 for the 3G models), just a hair under the original's one and a half pounds.
As with the previous version, the front of the device is all screen, save for a bezel (which appears slightly less broad than the one on the first model), and a home button at the bottom of the display. The iPad 2 does add a camera opposite from that button at the top of the device, but the small dot is barely noticeable. Around back there's the familiar, smooth aluminum of the previous version (it does feel slightly smoother here), a small, dotted speaker grid on the lower left, a camera on the upper left, and depending on what model you get, the 3G antenna along the top back. The volume buttons and mute / rotate switch sit on the back left side of the device, while on the right you'll find the Micro SIM slot (on 3G versions). A standard 30-pin dock connector is along the bottom, while the top reveals a power / sleep button on the upper right side, and a 3.5mm headphone jack on the left. All pretty standard business for an iPad, but smartly put together on this tiny frame.
The device is available with either a white or black bezel -- we reviewed the white model.
In all, it's an incredibly handsome and svelte package. Pictures don't quite do the iPad 2 justice -- it feels really, really great in your hands. Not only does the construction give it a feeling of heft and permanence, but the thin profile combined with the new, tapered edges make holding the device a real joy. Apple is known for its industrial design, and they didn't just chew scenery here; the iPad 2 is beautifully and thoughtfully crafted.
Much has been made about what is -- and isn't -- inside the new iPad. For starters, Apple has replaced last year's A4 CPU with a new, 1GHz dual core chip it's calling the A5 (surprise surprise). According to Geekbench, there's now 512MB of RAM in the iPad, bringing it up to iPhone 4 standards. That still seems on the low side to us -- a device in this class should probably be sporting 1GB, though we had no memory issues. The screen is identical to the previous model, a 1024 x 768, 9.7-inch IPS display. It still looks good, though we really would have liked to see a bump in resolution -- if not up to the Retina Display's doubled numbers, then something substantial. We don't take issue with the quality of the display as far as color balance or deepness of blacks go, but we would like to see higher pixel density, especially for the book apps.
On the wireless front, you can nab either a WiFi (802.11a/b/g/n) only model, a Verizon 3G version, or an iPad of the AT&T / GSM variety. Bluetooth 2.1+EDR is on board, as is an AGPS chip in the 3G versions. All the models come equipped with an ambient light sensor, an accelerometer, and a new addition: a three-axis gyroscope.
As we said, Apple has relocated the iPad's single speaker to the back of the device. The sound seems clearer if somewhat quieter than the old version, and we can't say that there's a major improvement as far as the placement goes. It does the job, but if you're working in GarageBand (or just listening to music or watching video), you'll want good headphones or decent speakers nearby.
Still, on the specs front the iPad 2 feels very iterative. There's nothing here that is totally mind-blowing, but there's nothing here that makes it feel far off from its nearest competition. We're early enough in the tablet game that a small push in specs like this will last us another season, but Apple needs to deliver bigger guns by the time we see a "3" at the end of the iPad moniker.
As we noted above, the iPad is equipped with a 1GHz, dual-core chip called the A5. According to Geekbench, the CPU is clocked at 800MHz. When we first handled the device, it seemed noticeably faster to us, and even after a week with the tablet, it's still zippier than the previous model by a longshot.
The CPU and graphics performance of this tablet felt extremely impressive to us -- the iPad 2 performed excellently no matter what we threw at it, games and graphically taxing apps seemed to have higher frame rates, and even when dealing with CPU intensive programs like GarageBand, it rarely (if ever) seemed to be struggling.
But don't just take our word for it: Geekbench demonstrates quite clearly just what the processor gains on the iPad 2 look like.
Not surprisingly, Apple promises major battery life on the iPad 2. Though the device has been physically trimmed down, the company says users can expect the same longevity we witnessed in the previous version. In our testing, this was 100 percent true. For the first few days we used the device we didn't even bother plugging it in. In fact, even during heavy use -- 3G and WiFi on, app testing (heavy work in GarageBand in particular), browsing, news reading, emailing, picture / video taking, and music listening -- we neglected to plug the iPad 2 into a socket for a span of about five days. When we did plug it in, the battery percentage was still only hovering around the low 30s.
In our standard video test (running an MPEG4 video clip on loop, WiFi on, screen at roughly 65 percent brightness), the iPad 2 managed an astonishing 10 hours and 26 minutes of non-stop playback. That beats Apple's own claims, and bests its nearest competitor -- the Xoom -- by about 2 hours. That's another whole movie!
To say we were impressed would be an understatement. The iPad 2 fully delivers when it comes to battery life.
Let's just put this out there: the iPad 2 cameras are really pretty bad. They're not unusable, but it's clear that the sensors employed are not top shelf by any measure. If you have a fourth generation iPod touch with cameras, you can expect the same results. In fact, it seems to us that these are the SAME cameras used in the iPod touch -- there's an "HD" lens around back (which means it's roughly a single megapixel shooter), and on the front you've got a lowly VGA cam. Neither one of these produces remotely satisfying results for still shots, and in particular (when compared with something like the Xoom), the back camera just seems utterly second rate. For video duties and FaceTime calls, the cameras are reasonably useful -- but we would never trade a dedicated camera (or at least a smartphone with a 5+ megapixel shooter) for this.
Even with the lower quality sensors, Apple still gets to span the gap between the original iPad and its new competition -- so that means video calling is now on tap. And since this is Apple, we get treated to a FaceTime app, Photo Booth, and the new iMovie (more on those in a moment). At the end of the day, the company is putting its flag in the ground when it comes to tablets with cameras, but it feels like it's done the bare minimum to make it happen. We won't lie: we're disappointed by how low end these cameras feel. We don't expect to be doing photo shoots with a tablet (in fact, we find using a tablet in this manner to be tremendously awkward), but that doesn't mean we want a camera that produces results reminiscent of our RAZR. In short, it feels like the iPad 2 has a serious photon deficiency.
It wouldn't be a new iOS product without an iOS update, and the iPad 2 ushers in iOS 4.3, a minor update which touts a few bells and whistles. Notably, Apple has improved browser performance, added broader AirPlay support, mercifully added an option to toggle your mute switch for rotation lock duties, and (on the iPhone at least) brought Personal Hotspot to GSM devices (but not the iPad 2).
Alongside the iPad update, Apple also introduced two fairly major pieces of software -- GarageBand and iMovie for the iPad. Here's our take on those apps, as well some of the other big additions.
Apple claims big gains in the speed and performance of the new iOS browser thanks to the introduction of the Nitro JavaScript engine to the underlying Mobile Safari software. In our testing, we scored a fairly healthy Sunspider number of 2173.1ms (while Google's V8 returned a score of 338). Nothing to freak out about in comparison to the laptop numbers below -- but compare those digits to the iPhone 4 and original iPad running 4.2. Of course, the Motorola Xoom is neck and neck with the iPad 2 in terms of browser performance, which shows that speed is most certainly not Apple's domain alone.
In general use, we found the browser to be noticeably faster and more responsive than on the previous iPad, which is a good thing considering that the browsing experience still doesn't quite give you a desktop experience. That said, the iPad 2 gets a lot closer to the speed and fluidity you see on your laptop -- and it's obvious Apple is putting time and effort into making this complete.
We still have to take issue with the lack of Flash, however. Though many sites have begun to employ HTML5 for video and interactive elements, there's still loads of content we couldn't view because Apple won't allow Flash on its platform. We're not saying that we think the experience will be killer (though we've seen good Flash performance on a jailbroken iPad), but the option to turn it on and off would really be welcome.
As you might expect, the FaceTime experience on the iPad isn't wildly different than the experience on an iPhone or OS X computer. Though the layout is different, you're getting basically the same results. As with the phone, you're unable to use the service when not on WiFi, but given that you're dealing with a tablet as opposed to a handset, it seems to make a little more sense.
Results were unsurprising but satisfying with the video calls we placed, but again, those cameras don't produce stunning images -- especially when you're piping video in both directions.
Photo Booth, on the other hand, has gone from a minor sideshow in OS X to a full blown event app on the iPad 2. The device's A5 CPU seems to have little trouble cranking out nine separate, live video previews of the kinds of effects you can do in the app, and when you're in full screen mode, you can tweak the silly-yet-often-psychedelic graphics to your heart's content. It's not something that is wildly useful, but we imagine a lot of people will be walking out of Apple stores with an iPad 2 in hand after playing around with this for a few minutes. It's just kind of cool.
Coming from a background in professional audio production, our initial reaction to GarageBand was one of heavy skepticism -- but that attitude changed pretty quickly. The $4.99 piece of software offers eight tracks of recorded audio or software instruments, along with the ability to mix your levels, add effects, and even apply amps and stompboxes to your tracks. The software also features a library of preset loops, along with options to sample audio and create your own playable instruments.
We were immediately impressed with the layout and thoughtfulness that's obviously gone into this app; it doesn't feel like a watered down version of the desktop application -- it feels like a whole new game. Creating tracks and recording pieces for a song couldn't have been easier, and the provided software instruments provide myriad options when it comes to sound creation and manipulation. Besides the standard selection of pianos, keyboards, and drum kits, Apple has also introduced an ingenious (and sure to be maddening to some) set of instruments called Smart Instruments.
Smart Instruments work in a kind of uncanny way; if you're using the guitar setting in this mode, you're presented with what looks like the neck of a guitar and a spread of preset chords. You can pick or strum the instrument as you would an actual guitar and the results are surprisingly, disarmingly lifelike. If you're really not musically inclined, you can have the guitar basically play itself for you while you switch between styles and chords. We were amused by the latter option, but completely hooked on the former. We would like to see Apple add options to let users define their own chords, which would open up tons of options and really let musicians get creative, but this is an excellent start to a completely new concept in music-making. There are also Smart Instruments for piano / keyboards (a little more hands-off than the guitar variation), and drums. The drum Smart Instrument allows you to mix and match specific drums on a grid which represents volume and pattern, allowing you to create fascinating combinations of rhythms just by dragging and dropping your kicks, snares, and hi-hats. Again, we'd like to see Apple allow for user-definable patterns here, but there's lots to like and explore for musicians and non-musicians alike.
In the pattern mode, you're able to draw out and sequence complete songs with your eight tracks. Apple takes an approach here that's a bit strange, asking you to duplicate or extend each set of patterns as a section, but once you get the hang of it, it starts to make sense. We would like to see some options for being able to edit specific note data as well -- as it stands, Apple only allows you to re-record a part, not fix or alter notes within the part.
Overall, this is a groundbreaking piece of software for tablets. It wasn't without issues -- in fact, we had some major, system-stalling crashes which required a reboot of the iPad. It's clear that there are bugs to be worked out, and that despite that A5 CPU and increased memory, a music tracking and arranging app remains a fairly heavy piece of code. Still, we found ourselves completely fascinated by GarageBand and unable to put it down. Whether you're tinkering, writing, or recording, this software's value will be clear right from the start.
Here's a couple of quickly thrown together originals -- the first was made almost entirely while on a plane.
iMovie for the iPad wasn't quite the revelatory experience that GarageBand was, but the application provides loads of utility for video editing on the go -- and it does it on the cheap, clocking in at just $4.99. In a kind of blown-up version of the iPhone app, iMovie now lets you edit both videos you've shot on the device and imported files in a touchy-feely environment that's actually more intuitive than its desktop counterpart -- at least in a some ways.
As with other versions of the software, you get a set of movie templates and associated effects which you can apply to your clips. Editing is a new experience -- all swipes and gestures -- but surprisingly simple. There aren't a slew of options for transitions or effects, but the raw materials provided are more than enough to create competent work, especially if you're editing together family vacations or first birthday parties. We would like to see some better options for dealing with audio (cross fades and proper iMovie style volume curves would be great), but we're sure people will come up with some very interesting work despite the limitations of the app.
You can immediately export and upload your content to a variety of sources, including YouTube, Vimeo, CNN's iReport, and Facebook. And yes, you can do it in HD. In our experience, the process worked flawlessly.
The version of iMovie we tested -- like GarageBand -- was slightly buggy and prone to full on crashes while we were editing, and we did have to backtrack and recreate some of our edits after one of the crashes. It wasn't tragic (no actual content was lost), but we're hoping Apple takes a long look at the bug reports which are sure to pour in. Despite that issue, however, you simply can't beat the utility of this app at what is an astounding price point.
AirPlay has now been expanded to work with more applications, which means developers can plug into the API to get video (and more) out to TV screens anywhere an Apple TV is located. That's nice, but until people start taking advantage of it, there aren't a ton of places you can use it right now. You can, however, stream all H.264 video from websites, and you can now access photos and video you've shot on your device that live in your camera roll.
If you're really serious about getting video out to your TV, you'll want to pick up Apple's new HDMI dongle ($39), which allows you to plug directly into your HDTV (and has a spot for your dock connector as well). It's a pretty odd product, considering that you've got to have your HDMI cable stretched across your living room. Unless of course, you're just dropping your iPad off by the TV to watch some content, and never pausing or skipping anything. That said, the adapter worked flawlessly, and when we had HD video running on the iPad 2, it sent that content to the TV with no trouble whatsoever.
The other accessories of note are Apple's Smart Covers. These ingenious little flaps are basically screen protectors with a set of smart magnets along the side -- instead of wrapping around your iPad or hanging onto the device with unsightly hooks or straps, Apple has devised a method for attaching the cover with well placed magnets. It's hard to explain how the covers work, but the effect is surprising when you first see it; the magnets just seem to know where to go. It is a neat trick, and the covers (which come in polyurethane for $39 and leather varieties at $69) do an excellent job of keeping your screen protected. The covers also can put your device to sleep and wake it up as you close or open the flaps -- and it can be folded over on itself to be used as a stand in a variety of positions. The accessories also have a microfiber lining, which supposedly helps keep your screen clean. But of course, there's more to the iPad than just a screen, and our test device actually got a nasty scratch on the back because there was nothing there to protect it. We love the convenience of the Smart Cover and the way it looks, but if you're seriously concerned about the entire iPad (and not just the display), you might want to check out other options.
It might frustrate the competition to hear this, but it needs to be said: the iPad 2 isn't just the best tablet on the market, it feels like the only tablet on the market. As much as we'd like to say that something like the Xoom has threatened Apple's presence in this space, it's difficult (if not impossible) to do that. Is the iPad 2 a perfect product? Absolutely not. The cameras are severely lacking, the screen -- while extremely high quality -- is touting last year's spec, and its operating system still has significant annoyances, like the aggravating pop-up notifications. At a price point of $499, and lots of options after that (like more storage and models that work on both Verizon's and AT&T's 3G networks), there's little to argue about in the way of price, and in terms of usability, apps like GarageBand prove that we haven't even scratched the surface of what the iPad can do.
For owners of the previous generation, we don't think Apple's put a fire under you to upgrade. Unless you absolutely need cameras on your tablet, you've still got a solid piece of gear that reaps plenty of the benefits of the latest OS and apps. For those of you who haven't yet made the leap, feel free to take a deep breath and dive in -- the iPad 2 is as good as it gets right now. And it's really quite good.
Read rest of entry
Hardware
As with the previous version, the front of the device is all screen, save for a bezel (which appears slightly less broad than the one on the first model), and a home button at the bottom of the display. The iPad 2 does add a camera opposite from that button at the top of the device, but the small dot is barely noticeable. Around back there's the familiar, smooth aluminum of the previous version (it does feel slightly smoother here), a small, dotted speaker grid on the lower left, a camera on the upper left, and depending on what model you get, the 3G antenna along the top back. The volume buttons and mute / rotate switch sit on the back left side of the device, while on the right you'll find the Micro SIM slot (on 3G versions). A standard 30-pin dock connector is along the bottom, while the top reveals a power / sleep button on the upper right side, and a 3.5mm headphone jack on the left. All pretty standard business for an iPad, but smartly put together on this tiny frame.
The device is available with either a white or black bezel -- we reviewed the white model.
In all, it's an incredibly handsome and svelte package. Pictures don't quite do the iPad 2 justice -- it feels really, really great in your hands. Not only does the construction give it a feeling of heft and permanence, but the thin profile combined with the new, tapered edges make holding the device a real joy. Apple is known for its industrial design, and they didn't just chew scenery here; the iPad 2 is beautifully and thoughtfully crafted.
Internals / display / audio
On the wireless front, you can nab either a WiFi (802.11a/b/g/n) only model, a Verizon 3G version, or an iPad of the AT&T / GSM variety. Bluetooth 2.1+EDR is on board, as is an AGPS chip in the 3G versions. All the models come equipped with an ambient light sensor, an accelerometer, and a new addition: a three-axis gyroscope.
As we said, Apple has relocated the iPad's single speaker to the back of the device. The sound seems clearer if somewhat quieter than the old version, and we can't say that there's a major improvement as far as the placement goes. It does the job, but if you're working in GarageBand (or just listening to music or watching video), you'll want good headphones or decent speakers nearby.
Still, on the specs front the iPad 2 feels very iterative. There's nothing here that is totally mind-blowing, but there's nothing here that makes it feel far off from its nearest competition. We're early enough in the tablet game that a small push in specs like this will last us another season, but Apple needs to deliver bigger guns by the time we see a "3" at the end of the iPad moniker.
Performance
| Geekbench | Results (higher is better) |
| Apple iPad 2 | 721 |
| Apple iPad | 442 |
| Apple iPhone 4 | 375 |
As we noted above, the iPad is equipped with a 1GHz, dual-core chip called the A5. According to Geekbench, the CPU is clocked at 800MHz. When we first handled the device, it seemed noticeably faster to us, and even after a week with the tablet, it's still zippier than the previous model by a longshot.
The CPU and graphics performance of this tablet felt extremely impressive to us -- the iPad 2 performed excellently no matter what we threw at it, games and graphically taxing apps seemed to have higher frame rates, and even when dealing with CPU intensive programs like GarageBand, it rarely (if ever) seemed to be struggling.
But don't just take our word for it: Geekbench demonstrates quite clearly just what the processor gains on the iPad 2 look like.
Battery life
| Battery Life | |
| Apple iPad 2 | 10:26 |
| Apple iPad | 9:33 |
| Motorola Xoom | 8:20 |
| Dell Streak 7 | 3:26 |
| Archos 101 | 7:20 |
| Samsung Galaxy Tab | 6:09 |
In our standard video test (running an MPEG4 video clip on loop, WiFi on, screen at roughly 65 percent brightness), the iPad 2 managed an astonishing 10 hours and 26 minutes of non-stop playback. That beats Apple's own claims, and bests its nearest competitor -- the Xoom -- by about 2 hours. That's another whole movie!
To say we were impressed would be an understatement. The iPad 2 fully delivers when it comes to battery life.
Cameras
Even with the lower quality sensors, Apple still gets to span the gap between the original iPad and its new competition -- so that means video calling is now on tap. And since this is Apple, we get treated to a FaceTime app, Photo Booth, and the new iMovie (more on those in a moment). At the end of the day, the company is putting its flag in the ground when it comes to tablets with cameras, but it feels like it's done the bare minimum to make it happen. We won't lie: we're disappointed by how low end these cameras feel. We don't expect to be doing photo shoots with a tablet (in fact, we find using a tablet in this manner to be tremendously awkward), but that doesn't mean we want a camera that produces results reminiscent of our RAZR. In short, it feels like the iPad 2 has a serious photon deficiency.
Software
It wouldn't be a new iOS product without an iOS update, and the iPad 2 ushers in iOS 4.3, a minor update which touts a few bells and whistles. Notably, Apple has improved browser performance, added broader AirPlay support, mercifully added an option to toggle your mute switch for rotation lock duties, and (on the iPhone at least) brought Personal Hotspot to GSM devices (but not the iPad 2).
Alongside the iPad update, Apple also introduced two fairly major pieces of software -- GarageBand and iMovie for the iPad. Here's our take on those apps, as well some of the other big additions.
Browser
| Sunspider | Results (lower is better) |
| Apple iPad 2 (iOS 4.3) | 2173.1ms |
| Apple iPad (iOS 4.2.1) | 8207.0ms |
| Apple iPad (iOS 4.3) | 3484.7ms |
| Apple iPhone 4 (iOS 4.2.1) | 10291.4ms |
| Apple iPhone 4 (iOS 4.3) | 4052.2ms |
| Motorola Xoom | 2141.8ms |
| Motorola Atrix 4G | 4100.6ms |
In general use, we found the browser to be noticeably faster and more responsive than on the previous iPad, which is a good thing considering that the browsing experience still doesn't quite give you a desktop experience. That said, the iPad 2 gets a lot closer to the speed and fluidity you see on your laptop -- and it's obvious Apple is putting time and effort into making this complete.
We still have to take issue with the lack of Flash, however. Though many sites have begun to employ HTML5 for video and interactive elements, there's still loads of content we couldn't view because Apple won't allow Flash on its platform. We're not saying that we think the experience will be killer (though we've seen good Flash performance on a jailbroken iPad), but the option to turn it on and off would really be welcome.
FaceTime / Photo Booth
Results were unsurprising but satisfying with the video calls we placed, but again, those cameras don't produce stunning images -- especially when you're piping video in both directions.
Photo Booth, on the other hand, has gone from a minor sideshow in OS X to a full blown event app on the iPad 2. The device's A5 CPU seems to have little trouble cranking out nine separate, live video previews of the kinds of effects you can do in the app, and when you're in full screen mode, you can tweak the silly-yet-often-psychedelic graphics to your heart's content. It's not something that is wildly useful, but we imagine a lot of people will be walking out of Apple stores with an iPad 2 in hand after playing around with this for a few minutes. It's just kind of cool.
GarageBand
We were immediately impressed with the layout and thoughtfulness that's obviously gone into this app; it doesn't feel like a watered down version of the desktop application -- it feels like a whole new game. Creating tracks and recording pieces for a song couldn't have been easier, and the provided software instruments provide myriad options when it comes to sound creation and manipulation. Besides the standard selection of pianos, keyboards, and drum kits, Apple has also introduced an ingenious (and sure to be maddening to some) set of instruments called Smart Instruments.
Smart Instruments work in a kind of uncanny way; if you're using the guitar setting in this mode, you're presented with what looks like the neck of a guitar and a spread of preset chords. You can pick or strum the instrument as you would an actual guitar and the results are surprisingly, disarmingly lifelike. If you're really not musically inclined, you can have the guitar basically play itself for you while you switch between styles and chords. We were amused by the latter option, but completely hooked on the former. We would like to see Apple add options to let users define their own chords, which would open up tons of options and really let musicians get creative, but this is an excellent start to a completely new concept in music-making. There are also Smart Instruments for piano / keyboards (a little more hands-off than the guitar variation), and drums. The drum Smart Instrument allows you to mix and match specific drums on a grid which represents volume and pattern, allowing you to create fascinating combinations of rhythms just by dragging and dropping your kicks, snares, and hi-hats. Again, we'd like to see Apple allow for user-definable patterns here, but there's lots to like and explore for musicians and non-musicians alike.
In the pattern mode, you're able to draw out and sequence complete songs with your eight tracks. Apple takes an approach here that's a bit strange, asking you to duplicate or extend each set of patterns as a section, but once you get the hang of it, it starts to make sense. We would like to see some options for being able to edit specific note data as well -- as it stands, Apple only allows you to re-record a part, not fix or alter notes within the part.
Overall, this is a groundbreaking piece of software for tablets. It wasn't without issues -- in fact, we had some major, system-stalling crashes which required a reboot of the iPad. It's clear that there are bugs to be worked out, and that despite that A5 CPU and increased memory, a music tracking and arranging app remains a fairly heavy piece of code. Still, we found ourselves completely fascinated by GarageBand and unable to put it down. Whether you're tinkering, writing, or recording, this software's value will be clear right from the start.
Here's a couple of quickly thrown together originals -- the first was made almost entirely while on a plane.
iMovie
As with other versions of the software, you get a set of movie templates and associated effects which you can apply to your clips. Editing is a new experience -- all swipes and gestures -- but surprisingly simple. There aren't a slew of options for transitions or effects, but the raw materials provided are more than enough to create competent work, especially if you're editing together family vacations or first birthday parties. We would like to see some better options for dealing with audio (cross fades and proper iMovie style volume curves would be great), but we're sure people will come up with some very interesting work despite the limitations of the app.
You can immediately export and upload your content to a variety of sources, including YouTube, Vimeo, CNN's iReport, and Facebook. And yes, you can do it in HD. In our experience, the process worked flawlessly.
The version of iMovie we tested -- like GarageBand -- was slightly buggy and prone to full on crashes while we were editing, and we did have to backtrack and recreate some of our edits after one of the crashes. It wasn't tragic (no actual content was lost), but we're hoping Apple takes a long look at the bug reports which are sure to pour in. Despite that issue, however, you simply can't beat the utility of this app at what is an astounding price point.
AirPlay / HDMI adapter / Smart Cover
If you're really serious about getting video out to your TV, you'll want to pick up Apple's new HDMI dongle ($39), which allows you to plug directly into your HDTV (and has a spot for your dock connector as well). It's a pretty odd product, considering that you've got to have your HDMI cable stretched across your living room. Unless of course, you're just dropping your iPad off by the TV to watch some content, and never pausing or skipping anything. That said, the adapter worked flawlessly, and when we had HD video running on the iPad 2, it sent that content to the TV with no trouble whatsoever.
The other accessories of note are Apple's Smart Covers. These ingenious little flaps are basically screen protectors with a set of smart magnets along the side -- instead of wrapping around your iPad or hanging onto the device with unsightly hooks or straps, Apple has devised a method for attaching the cover with well placed magnets. It's hard to explain how the covers work, but the effect is surprising when you first see it; the magnets just seem to know where to go. It is a neat trick, and the covers (which come in polyurethane for $39 and leather varieties at $69) do an excellent job of keeping your screen protected. The covers also can put your device to sleep and wake it up as you close or open the flaps -- and it can be folded over on itself to be used as a stand in a variety of positions. The accessories also have a microfiber lining, which supposedly helps keep your screen clean. But of course, there's more to the iPad than just a screen, and our test device actually got a nasty scratch on the back because there was nothing there to protect it. We love the convenience of the Smart Cover and the way it looks, but if you're seriously concerned about the entire iPad (and not just the display), you might want to check out other options.
Wrap-up
For owners of the previous generation, we don't think Apple's put a fire under you to upgrade. Unless you absolutely need cameras on your tablet, you've still got a solid piece of gear that reaps plenty of the benefits of the latest OS and apps. For those of you who haven't yet made the leap, feel free to take a deep breath and dive in -- the iPad 2 is as good as it gets right now. And it's really quite good.
Sony Ericsson Xperia Play review and Spesification
Author: tattoo
| at : 6:55 AM |
Category :
Cellphones,
Mobile Gaming,
Mobile Handsets,
Sony Ericsson,
xperia
|
The PlayStation Phone. We've had quite the intimate history with this gamepad-equipped slider, learning of its secretive existence way back in August and then handling a prototype unit in January, so you'll forgive us for feeling sentimental and still entertaining our pet name for it. The Sony Ericsson marketing gurus renamed it the Xperia Play when it finally went official at MWC this year, but the PlayStation connection remains as strong as ever. Aside from the D-pad, iconic game keys, and two touchpads, this device comes with a little app named PlayStation Pocket, which will be serving up dollops of classic PlayStation One gaming to all those with a taste for it. Yes, the Sony influence is strong with this one, and the Android Market will be joining the fun with Xperia Play-optimized titles from third-party developers. So all we really need to know now is whether the Android smartphone underpinning this smash-bang fusion of old and new school entertainment happens to be any good. Shall we get Started?
There's likely little point in us trying to discuss any of the Xperia Play's external hardware before addressing its literal and figurative centerpiece, the slide-out gamepad. A DualShock attached to your smartphone it is not, but you already knew that. The real question is how close it comes to replicating the console experience rather than how well it competes with it. Judged on such terms, the Play acquits itself very well. The digital directional keys are firm with a satisfying amount of travel and the same goes for the face buttons. Squeezed in between them, Sony Ericsson also throws in a pair of analog pads, which react to your input in much the same fashion as the capacitive touchscreen does -- with the big difference being that while you use the pads you're not obscuring any of the action on screen. Each pad has a handy indented dot at its center, helping to orient your thumb without the need to look down.
An Android Menu button on the bottom left is accompanied by Select and Start keys on the right (at least one of these three buttons feels perfunctory as they serve overlapping functions) and there are two shoulder buttons on the outside, where you would usually find the L1 and R1 controls on the proper console gamepad. Some among our staff have taken to calling them flippers, because they're closer to flaps or paddles in their operation than fully fledged buttons. In actual gameplay, we found them a little too sensitive, which caused us to activate them unintentionally a few times and fail almost completely when prompted by one game to press them simultaneously. We succeeded once out of every six or seven tries, such was the capriciousness of their design.
The sliding mechanism responsible for serving up the gaming controls is pretty much flawless. It's spring-loaded, meaning you only need to slide it halfway up or down to achieve the required opening or closing action and it does the rest by itself. Movement is smooth and consistent, and one-handed operation is no problem either. What impressed us most about it, though, was its sturdiness. There's no tilt to the handset, the screen just slides straight up, and that's the way it stays -- perfectly parallel, no matter the violence of our attempts to find any structural flaws. It's clear to see that Sony Ericsson spent a lot of time refining this slider and we're happy to say it lives up to a very high standard of durability -- an absolute necessity when making a button masher's device such as this.
Moving to the top half of the slider, we find a volume rocker, nestled craftily in between the aforementioned shoulder buttons, a power key, and the usual four Android buttons, arranged in yet another innovative formation. For whatever reason, Sony Ericsson opted to swap the Home and Menu buttons' positions up front, leaving our prototype unit looking desperately out of date and us wondering why it had to be done at all. While we've no complaints to proffer about the power and volume keys, we must express our deep discontentment with the Android set. They're quite spongy, meaning they can absorb a lot of pressure before registering a click, which tends to lead to an inconsistent and frustrating user experience. Even more troublesome is the difficulty to differentiate between them by touch alone, forcing you to look down, which is then amplified by the fact they're not backlit. So yeah, the Xperia Play will give you a whole new reason to be afraid of the dark.
Squeaks and creaks were sadly too readily apparent with the Play, mostly owing to the poor quality of plastics used in its construction. It's a rigid device and, as already pointed out, there's little questioning its internal structure, but there's no getting around the fact that SE didn't blow the budget on procuring the most high-end of shell materials. The rear cover feels brittle, in spite of its flexibility, and the overall glossy aesthetic lends itself to picking up scuffs and scratches easily. The metallic accents aren't to our tastes, either, mostly because they're not made out of actual metal. And if you're not going to at least insert a little bit of premium material or functional utility in your design, why complicate it? Build quality is, therefore, a mixed bag. We get the feeling that after a while the Xperia Play will end up looking rather like The Terminator -- losing its soft and and pathetic outer shell, but revealing some hardcore engineering within. Maybe that'll be a good look for it.
A final note is merited about the Play's dimensions. At 16mm (0.63 inches) in thickness and 175g (6.2 ounces) in weight, this may easily be the chubbiest flagship Android device you're going to see coming out this year. That said, provided you're not too bothered by its heft (and you shouldn't be), it's actually shaped to sit very neatly in the hand. Its curved rear is reminiscent of the Palm Pre, though to the Play's credit it also manages to lie perfectly flat when rested on horizontal surfaces. When opened up into action mode, the whole device again feels nicely thought out and we doubt there'll be a hand size that won't be suited by its shape.
Allow your curiosity to drag you past the Play's rear cover and you'll be rewarded with a happy surprise -- both the SIM and MicroSD card slots are accessible without removing the battery. Not many phones make it that convenient and another rarely seen asset the Play can tout is a set of stereo speakers. They're not just two mono outputs, there's actually a tiny little sound stage created by them working in tandem. The quality of the audio they pump out isn't going to threaten a set of dedicated speakers, but it's certainly a lot more tolerable than the general mediocrity we're used to from smartphones. Considering the device's entertainment-centric reason for existence, we believe this to be a big strong point in its favor.
In terms of the hardware that makes the wheels go round, the Xperia Play relies on a 1GHz Qualcomm MSM8255 Snapdragon chip, which comes with an Adreno 205 GPU. Neither is a slouch, but it's obvious that more could, and perhaps should, have been included in this bargain. Looking around at the spring / summertime smartphone landscape, a potential Play buyer will be confronted by Motorola's Atrix and Droid Bionic, LG's Optimus 2X and Optimus 3D, Samsung's Galaxy S II, and HTC's EVO 3D -- all of whom tout dual-core SOCs and generous apportionments of RAM. Oh yes, about the RAM. There'sonly 400MB 512MB of it on the Xperia Play (Update: We double-checked with Sony Ericsson and found that the Play comes with 512MB of RAM, 400MB of which is available for applications to use) . It may seem overly demanding to expect every new smartphone to match up to those benchmark destroyers, but we must remember the Xperia Play is about gaming and games will make use of every last ounce of performance you can give them. As it stands, it's a healthy and sprightly device today, but do be aware of the gathering storm clouds above its future. It's simply not powerful enough for us to give you any assurances about its long-term viability.
We found battery life a little lacking. There's a robust 1500mAh cell inside this handset, but we could only stretch it to about 22 hours under our light use test. It was a day's worth of sporadic use, where checking up on things like Gmail, Twitter and Facebook updates was the phone's most regular exercise. For a comparison, the similarly outfitted -- MSM8255 with Adreno 205 -- Incredible S from HTC managed to squeak past the 50-hour mark in spite of having a battery with 50mAh less juice. Again, both were subjected to light workloads that are unlikely to be representative of everyone's daily routine, but the delta in endurance between the two phones was striking. Not to put too fine a point on it, but something tells us all those software bells and whistles on the Play (hello, Timescape!) are working against Sony Ericsson here. On the bright side, throwing some actual gaming action its way didn't obliterate the battery quite as badly as we feared it might. Our overall impression (from admittedly limited testing) is that this will clearly not be an endurance smartphone because of its software overhead, but Sony Ericsson's promises of five and a half hours of continuous gameplay seem well within reach.
Another thing that's taxing the Play's battery unduly is its screen. The default brightness setting for it is at the very maximum and once you use it for a while, you realize why. It's very dim. We're not talking about it being mediocre or some way short of the best, it's so lacking in brightness that it's borderline dysfunctional. Taking the phone out for an afternoon outside, we couldn't play Crash Bandicoot even on the bus, never mind out in the direct glare of the sun. It's not an unqualified disaster, as viewing angles are pretty wide, the 854 x 480 resolution is decent, and under the right circumstances you can obtain some pleasantly vibrant images from it, but it's still one the worst screens we've seen on a review phone -- hell, review hardware of any kind. This was most apparent to us outdoors when we used it side by side with Sony Ericsson's own Xperia Arc, the latter handset giving us better contrast, saturation, and of course, brightness. Both phones lack an auto-brightness option in their settings, which is a weird omission on Sony Ericsson's part, even if in the case of the Play it'd just be kept at max anyway.
Speaking of omissions, has anyone at SE HQ heard about the little trend of making 720p video recording a de facto standard feature in high-end Android smartphones? Because, well, the Xperia Play doesn't have it. We know full well that the hardware's capable of it -- a 5 megapixel imager sits round the back, so more than enough pixels can be pulled together to saturate a 1280 x 720 frame, and the 1GHz Snapdragon under the hood pretty much snorts with indignation at the routine task of processing such workloads at 30fps. What gives, we don't know, but the video you do get, recorded at a maximum of 800 x 480, isn't all that great anyhow. The recordings produced during our testing tended to be very soft, with noise suppression algorithms seemingly working overtime to ensure the smudgy appearance. That issue was compounded by poor microphone performance, which muffled and straight up distorted some of the sounds it picked up during recording.
Things look much brighter on the still imaging front, however, where we churned out some highly satisfactory results without requiring an excess of effort. Options on Sony Ericsson's custom software are a little limited, but you can adjust exposure, white balance, and focusing mode, which should still be sufficient for most users. Especially praiseworthy among those controls is the Macro mode on the Play, which allowed us to get seriously up close and personal with some of our subjects. On the downside, the Play's camera struggles to focus in low light and noise is no less an issue here than on most other smartphone sensors. One fanciful idea we had, in the absence of a dedicated physical shutter button, was that Sony Ericsson could have used the right shoulder key to double up as one. It's in just about the perfect location for the task and we can't see anything preventing SE (or some enterprising hackers, perchance?) from hooking it up to the picture-taking software. Overall, it's a decent to good camera with some disappointing video recording tacked on.
As with the hardware section, we'll get straight to the PlayStation meat of the Xperia Play software matter. Two apps will be of foremost interest here: the not at all confusingly named Xperia Play, which serves as a showcase for Android Market games compatible with the Play's controls, and the PlayStation Pocket, which houses the hallowed PS One games that this new smartphone is so primed to enjoy. For the moment at least, we should probably narrow that down to the singular game, since the Play ships with just the one preloaded classic title, Crash Bandicoot, and the rest of the PS One library is still en route. That puts the Play's launch, coming up on April 1st across Europe, into a rather precarious position. It's supposed to be the bringer of great new entertainments to the thumb-equipped masses and yet we're staring at just one original piece of content upon its release. Bruce Lee, FIFA 10, Star Battalion HD, and The Sims 3 do come preloaded to soften the blow, but they're not exclusive to the Play, and in the particular case of The Sims, don't even benefit very much from the physical controls. Still, they're there and the means to accessing them is actually pretty swish. Opening up the slider kicks you straight into the Xperia Play app, where the games you already have on the device are split out from the list of purchasable compatible titles, meaning you're never more than a slide and a tap away from leaping into action.
Loading times for the games aboard the Play were quite tolerable indeed -- nothing was instant, but only the most impatient of gamer would find them a nuisance. In-game performance also gave us no cause for complaint, with smooth frame rates throughout. The basics look to have been well taken care of. One drawback we should highlight, however, is the fact that most, if not all, PS One games were coded for displays with a 4:3 ratio. That means either zooming or stretching the game in order to fill the widescreen panel on the Xperia Play. Both options are available to you in the settings, but Crash was already looking pretty aliased without us zooming in for a closer inspection. Not an ideal situation, but that's where we find ourselves. At least until Sony decides it's a good idea to drop its vast catalog of PSP games atop this device, then we'll have no such worries.
The gamepad is not abandoned completely once you stray outside the gaming arena, as you're able to navigate through lists with the D-pad and select and cancel things with the X and O keys. It's a somewhat inconsistent affair, as this integration doesn't permeate everything on the Play, but we found it useful in the browser and messaging apps.
The OS underlying SE's new hero device is of course Android. Version 2.3.2 (aka Gingerbread) is shipping out on retail devices, marking this as one of the first non-Google handsets to come preloaded with Mountain View's latest and greatest. That means much-improved text manipulation thanks to the addition of new selection anchors, a general sprucing up of visuals, and a set of extra APIs with a gaming bent. Wonder why Sony Ericsson wanted to run its gaming device atop this platform, eh? Nonetheless, the company's UI designers haven't been sitting around exercising their thumbs and there's a vast amount of aesthetic tweaking done on top of Android. Almost all of it is for the better, in our opinion, as the whole UI benefits from a look of sophistication and maturity that Android has generally lacked. The phone interface is spacious and welcoming, while the contacts and messaging interfaces are extremely attractive, sensibly laid out, and utterly delicious to scroll through. Talk about optimization! The contacts section can also be navigated more rapidly just by initials and, if you have Twitter accounts associated with your buds' numbers, it shows you a snippet of their latest update, very handy. Moreover, entering individual contacts' pages shows their profile pictures nicely blended with the background, reinforcing the overarching theme of refined design. Thankfully, Sony Ericsson's alterations all look to be skin-deep, giving us some cause to believe the company's pledge that it'll be quick in responding to new Android rollouts from the Google mothership. Time will only tell.
There are some downsides to the skinning efforts on the Play, however, as might be expected. One is the aforementioned issue of the battery seemingly running down quicker than it ought to, which you can always offset by making your own adjustments, but obviously that's no great consolation for those hoping the device would just work like it should straight out of the box. Another thing we noticed was that Timescape, albeit a mere removable widget now instead of the overwhelming leviathan it was on the Xperia X10, was still susceptible to slow performance and even the occasional freeze-up. It remains an extremely graphically demanding tool, what with all its overlays and three-dimensional animations, so that's no surprise, but we still enjoy our user experience more without it than with it. It wasn't entirely alone in showing slowdowns, we experienced a few, very minor, hangups and delays while using the Play, but couldn't find any repeatable bugs to report. It feels a mostly solid build, though it's a little disappointing that the aforementioned smoothness of operation in the customized messaging and contacts apps doesn't carry over to the rest of the UX.
Browser performance is mostly decent, but we've definitely seen faster, whether you're talking other Android devices, Windows Phone 7 or iOS. Pinch-to-zoom and scrolling commands are executed, but in a slightly labored fashion. Aliasing is also apparent when zooming out from pages, not unlike what we saw on the Incredible S recently. Finally, SE's onscreen portrait keyboard is a little too cramped for our liking, with the letters being tall but not altogether wide enough to make for comfortable typing. Sony Ericsson might have done well to just stick with the default Gingerbread provision here.
We've reached out to Sony Ericsson asking for a roadmap of when we can expect the PlayStation Suite and more PlayStation One titles to roll up on the Xperia Play bandwagon and make it worth joining. As it stands today, on the day of review and the precipice of its launch, the Play is looking out on a pretty barren gaming landscape. The Android titles up for grabs are not exclusive to the device and don't necessarily benefit all that greatly from its unique control scheme, whereas the catalog of classic PlayStation content stops after just one entry.
So with almost no differentiating software of its own, the Play is really relying on the strength of its gamepad to round up willing participants in its gaming revolution. We concur that that's indeed the phone's main strength, with good ergonomics and an extremely durable sliding mechanism. Nonetheless, the poor quality of the screen and good, but not great, hardware spec force us to be reluctant about recommending it as a sage purchase at present. Perhaps it picks up a loyal following, from both developers and fans alike, and within a few short weeks, we're all looking at a device with a rich ecosystem of compelling tailor-made content and a ton of reasons to own it. But as for today? We'd rather spend our cash elsewhere in the Android cosmos and hold out hope for the PlayStation Phone 2.0.
Read rest of entry
Hardware
The gamepad
There's likely little point in us trying to discuss any of the Xperia Play's external hardware before addressing its literal and figurative centerpiece, the slide-out gamepad. A DualShock attached to your smartphone it is not, but you already knew that. The real question is how close it comes to replicating the console experience rather than how well it competes with it. Judged on such terms, the Play acquits itself very well. The digital directional keys are firm with a satisfying amount of travel and the same goes for the face buttons. Squeezed in between them, Sony Ericsson also throws in a pair of analog pads, which react to your input in much the same fashion as the capacitive touchscreen does -- with the big difference being that while you use the pads you're not obscuring any of the action on screen. Each pad has a handy indented dot at its center, helping to orient your thumb without the need to look down.
Construction
A final note is merited about the Play's dimensions. At 16mm (0.63 inches) in thickness and 175g (6.2 ounces) in weight, this may easily be the chubbiest flagship Android device you're going to see coming out this year. That said, provided you're not too bothered by its heft (and you shouldn't be), it's actually shaped to sit very neatly in the hand. Its curved rear is reminiscent of the Palm Pre, though to the Play's credit it also manages to lie perfectly flat when rested on horizontal surfaces. When opened up into action mode, the whole device again feels nicely thought out and we doubt there'll be a hand size that won't be suited by its shape.
Internals
In terms of the hardware that makes the wheels go round, the Xperia Play relies on a 1GHz Qualcomm MSM8255 Snapdragon chip, which comes with an Adreno 205 GPU. Neither is a slouch, but it's obvious that more could, and perhaps should, have been included in this bargain. Looking around at the spring / summertime smartphone landscape, a potential Play buyer will be confronted by Motorola's Atrix and Droid Bionic, LG's Optimus 2X and Optimus 3D, Samsung's Galaxy S II, and HTC's EVO 3D -- all of whom tout dual-core SOCs and generous apportionments of RAM. Oh yes, about the RAM. There's
Display
Camera
Speaking of omissions, has anyone at SE HQ heard about the little trend of making 720p video recording a de facto standard feature in high-end Android smartphones? Because, well, the Xperia Play doesn't have it. We know full well that the hardware's capable of it -- a 5 megapixel imager sits round the back, so more than enough pixels can be pulled together to saturate a 1280 x 720 frame, and the 1GHz Snapdragon under the hood pretty much snorts with indignation at the routine task of processing such workloads at 30fps. What gives, we don't know, but the video you do get, recorded at a maximum of 800 x 480, isn't all that great anyhow. The recordings produced during our testing tended to be very soft, with noise suppression algorithms seemingly working overtime to ensure the smudgy appearance. That issue was compounded by poor microphone performance, which muffled and straight up distorted some of the sounds it picked up during recording.
Things look much brighter on the still imaging front, however, where we churned out some highly satisfactory results without requiring an excess of effort. Options on Sony Ericsson's custom software are a little limited, but you can adjust exposure, white balance, and focusing mode, which should still be sufficient for most users. Especially praiseworthy among those controls is the Macro mode on the Play, which allowed us to get seriously up close and personal with some of our subjects. On the downside, the Play's camera struggles to focus in low light and noise is no less an issue here than on most other smartphone sensors. One fanciful idea we had, in the absence of a dedicated physical shutter button, was that Sony Ericsson could have used the right shoulder key to double up as one. It's in just about the perfect location for the task and we can't see anything preventing SE (or some enterprising hackers, perchance?) from hooking it up to the picture-taking software. Overall, it's a decent to good camera with some disappointing video recording tacked on.
Software
PlayStation Pocket
The gamepad is not abandoned completely once you stray outside the gaming arena, as you're able to navigate through lists with the D-pad and select and cancel things with the X and O keys. It's a somewhat inconsistent affair, as this integration doesn't permeate everything on the Play, but we found it useful in the browser and messaging apps.
Android à la Sony Ericsson
Browser performance is mostly decent, but we've definitely seen faster, whether you're talking other Android devices, Windows Phone 7 or iOS. Pinch-to-zoom and scrolling commands are executed, but in a slightly labored fashion. Aliasing is also apparent when zooming out from pages, not unlike what we saw on the Incredible S recently. Finally, SE's onscreen portrait keyboard is a little too cramped for our liking, with the letters being tall but not altogether wide enough to make for comfortable typing. Sony Ericsson might have done well to just stick with the default Gingerbread provision here.
Wrap-up
So with almost no differentiating software of its own, the Play is really relying on the strength of its gamepad to round up willing participants in its gaming revolution. We concur that that's indeed the phone's main strength, with good ergonomics and an extremely durable sliding mechanism. Nonetheless, the poor quality of the screen and good, but not great, hardware spec force us to be reluctant about recommending it as a sage purchase at present. Perhaps it picks up a loyal following, from both developers and fans alike, and within a few short weeks, we're all looking at a device with a rich ecosystem of compelling tailor-made content and a ton of reasons to own it. But as for today? We'd rather spend our cash elsewhere in the Android cosmos and hold out hope for the PlayStation Phone 2.0.
Sony Ericsson Xperia Arc review and specification
Author: tattoo
| at : 6:52 AM |
Category :
Cellphones,
Mobile Handsets,
Sony Ericsson,
xperia
|
Like all good things Sony Ericsson, the Xperia Arc didn't wait for an official announcement to make itself known. First appearing on a set of teasing posters at CES in January, it confounded us with a ridiculously thin (8.7mm / 0.3in) profile and an unorthodox concave rear, whose sighting was followed up with the revelation of a potent mix of internal components as well. The same 1GHz Qualcomm MSM8255 processor and Adreno 205 graphics that you'll find on brandmate Xperia Play are present within the Arc, and are backed by 512MB of RAM (320MB available to apps), 8GB of MicroSD storage, an 8 megapixel Exmor R image sensor, an HDMI output, and a 1500mAh battery. That tightly packed interior is then topped off with a 4.2-inch Reality Display capable of accommodating 854 x 480 pixels. Throw the latest mobile build of Android, Gingerbread, into the mix and you've got yourself a compelling list of reasons for riding aboard this Arc. Nonetheless, spec sheets tell only half the story and we're here for the full disclosure -- what's the Arc like to use on a daily basis, how are its talents harnessed by Sony Ericsson's tweaked UI, and, most importantly, do people think better of us for carrying such a stylish phone? Keep reading to find out.
The Xperia Arc's physical design is very clearly targeted at fashion-conscious buyers. It's not ergonomically broken by it, but form has clearly led the way ahead of function (as illustrated by the camera lens being attached at the very top of the handset, its thickest point), but you know what, we don't really mind that. It's about time we admitted to ourselves that we buy phones as much for what they look like as for what they do, and we laud Sony Ericsson for having the audacity to pursue its target demographic with a highly distinctive design. Few things curb our enthusiasm as much as overly generic phones that try to be all things to all people and the Arc is commendably distant from that group.
Another important decision taken by Sony Ericsson is to equip this new Xperia with a 4.2-inch display, marking it out as the company's biggest Android handset to date and solidifying its credentials as an entertainment device. We generally enjoyed our time handling and using the Arc, which manages to fit within nearly the same dimensions as HTC's 4-inch Incredible S, but there is one significant flaw to its design we must point out: the back's curvature is going the wrong way. The Arc moniker wouldn't really make sense without the audacious concave shape, but there's good reason why the Xperia X10, Play, Pro, and Neo all have convex rear ends and it's that they simply fit better in the (human) hand. That's arguably the only concession Sony Ericsson has made in its pursuit of an aesthetically unique handset, but it does hold the Xperia Arc back from being one of the easiest-handling smartphones in the 4-inch-plus division. As it stands, it's merely very good, with neat curves wrapping around the sides and the aforementioned thinness and light weight (117g / 4.1oz) making it a pleasure to tote around.
Contributing to the diversity of Android key configurations, Sony Ericsson has opted for a trifecta of physical buttons on the Xperia Arc (the Back and Menu keys have swapped positions from the X10 arrangement), which are thankfully wide, easily identifiable, and highly intuitive to use. Aside from the good clicky responsiveness of each button, that's in large part down to the omission of the Search key, which we can't say we missed at all. Its absence paves the way for SE to center the Home button (a good thing) and generally simplifies a user control scheme that hardly needed to be quite so complex to begin with. The only downside to the Arc's buttonry is one we spotted with the Xperia Play as well -- there's no illumination for the key labels in the dark. You get a pair of lights marking the division between each key, but their purpose is basically indecipherable when the phone's used in the dark. An easily forgivable little foible, we'd say, on what is a very satisfying keypad.
The rest of the Arc's exterior is mostly uneventful, consisting of flowing, pretty lines, broken up by a volume rocker and MicroUSB port on its top left shoulder, a 3.5mm headphone jack directly opposite on the right, and an HDMI output and a rather tiny power / lock key at the top. There is a physical shutter button here, but it's positioned at the extreme bottom right of the handset, almost at the corner, which leads to awkward operation at times. Overall build quality feels robust and durable, though we're again under the impression that Sony Ericsson wasn't spending too richly in obtaining the construction materials. Nothing wrong with that for the most part, we don't begrudge manufacturers making savings where they don't cost the end product, but we did manage to induce a little creaking from the frame, particularly around the volume rocker.
You should be familiar with Qualcomm's hardware inside the Xperia Arc by now. The current 8255 Snapdragon and its Adreno 205 graphics buddy have already appeared in the myTouch 4G, Desire HD (and its US cousin the Inspire 4G), Incredible S, Desire S, and the rest of Sony Ericsson's 2011 Xperia line. The second-gen chip combo's characterized by distinctly improved power efficiency relative to the original Snapdragon and somewhere in the region of 15 percent better overall performance. 720p video playback is no problem and our Xperia Play testing showed all Android games will work flawlessly too. Today they will, anyhow. The same proviso that applies to the Play is valid here. This summer will be an extremely active time in terms of manufacturers upgrading their smartphone lines with dual-core processors and juicier GPUs, meaning that come fall, there could well be things and games your humble 1GHz Snapdragon core is no longer perfectly capable of handling. The 1500mAh battery inside the Arc doesn't quite match the Play's endurance, but will still give you a solid day's worth of regular use (and not much more). The slight gap between Sony Ericsson's two phones can be easily explained by the fact the Arc's powering a screen that's five percent larger and a great bit brighter than the Play's.
The first thing you'll notice about the Arc's 4.2-inch display, necessarily before you've turned it on, is just how black it is. There's a dark border framing the LCD, but as you can see above, there's almost no telling the two apart. This compares extremely favorably with most other handsets on the market presently, whose screens tend to be a dark shade of grey rather than properly noir, and gives the inactive Arc a thoroughly gorgeous and futuristic appearance. Sadly, that doesn't carry over once you switch the handset on, as the Xperia Arc can't maintain such black levels in operation -- it isn't, after all, an AMOLED panel -- and also suffers from narrow viewing angles, meaning you'll be seeing colors wash out relatively quickly as you move off-center. When viewed head-on, the Arc's display is actually above average in terms of contrast and color saturation, but we found ourselves getting annoyed with its dull appearance while looking at it lying on our desk. Viewing comfort at oblique angles hasn't tended to be a pain point for smartphones so far, but as they grow increasingly larger and fancier, it's becoming more important.
Of course, Sony Ericsson has a panacea for all our display worries with the inclusion of its Mobile Bravia Engine inside the Arc, leading it to describe the phone's 854 x 480 screen as a Reality Display. The Bravia voodoo embedded within basically does a host of image optimization to give you a sharp and eye-pleasing result, and we must agree with SE, it really succeeds at its task. The visual improvements are relatively subtle, but very much tangible in practice. The only fly in the Reality ointment is that the MBE only kicks in when you're looking at pictures or video and will do nothing to improve your general UI or browser experience. Still, the things you'll truly care to see in most detail will indeed be multimedia items, so the Bravia Engine is an appreciated addition. A further commendation is earned by the outdoor performance of the Arc's screen -- it impressed with its visibility in direct sunlight, though we couldn't conclusively determine how much the Bravia magic was helping with that. It certainly wasn't making things any worse.

Let's get the big news out of the way first, the Xperia Arc takes some really beautiful and detailed shots. It's able to focus quickly even under challenging conditions (in our side-by-side testing, the Arc managed to focus in a low-light situation where the Play could not) and its biggest antagonist is color noise when there's not enough light around. Sharpness is retained very well by the Exmor R sensor and there's no reason to fear noise reduction software will blast away the tender detail in your images. If there's one thing to bear in mind with the Arc's output, it is that SE is doing a little bit of its own post-processing to boost colors on every shot, resulting in occasionally oversaturated pics. We understand the reasoning behind this, as it most often improves images by making them appear more vibrant and less drab, but we would have liked the option to toggle this function off.
Though actual performance gave us little cause for concern, Sony Ericsson's custom camera software is more of a hit and miss affair. The hits are a pair of neat slideout menus, which are accessed in much the same way as Android's window-shade. Looking at the phone in landscape mode, you have one on your right, containing a gallery of the photographs you've taken, and one on your left filled out with camera options and adjustments you can make. The latter displeased us a little with its scant array of available tweaks, which curiously enough doesn't even allow you to toggle the Arc's Macro mode on and off. You have to set the camera to automatic scene recognition and it throws the macro on when it decides it's needed. This isn't unheard of, as other handsets such as Motorola's Droid X do the same, and is arguably not a huge deal for a consumer-centric phone; we'd certainly prefer to have auto-macro than none at all. In a less excusable turn of events, the camera software did freeze up on us a couple of times while processing images, and you'll see an example of it freezing a video recording for a couple of seconds in the sample below.
There's plenty of softness in that video, in spite of the almost ideal lighting circumstances of a rare sunny London afternoon. Ironically, whereas stills are handled with little noise reduction by the Arc's software, there's clearly a very aggressive noise suppression algorithms at work when it comes to video. It's used in an effort to make the picture appear "smooth" -- something we saw with the Xperia Play as well -- but it leads to the unsatisfying outcome of killing fine detail and replacing it with a smeared appearance. This could again be excused by the fact the Arc's intended for a casual audience (and the videos do indeed look quite spectacular on the phone's own display), but there's an HDTV-loving HDMI output among this phone's ports and you won't be best pleased with the results once you decide to look at them on an actual big screen television. Wind noise also figured its way into the equation, but that's mostly owing to an unfortunate angling of the phone that allowed wind to channel its way to the mic; we've yet to encounter a phone that's not susceptible to that issue.

There's little on the Xperia Arc that we haven't already discussed in our Xperia Play review. It features Android's finest mobile build to date, skinned with Sony Ericsson's mostly successful aesthetic tweaks and performing smoothly and responsively. For the most part. As highlighted in the camera section above, the Arc benefits from a customized camera app, which is certainly an improvement over the default in terms of functionality, but managed to crash on us a couple of times. Moreover, the Timescape widget can be a real spoiler with all its resource consumption, forcing the occasional stutter in UI navigation, however given that it's merely an optional extra you can remove within seconds of turning the phone on, we can't bemoan it too much. The onscreen keyboard, particularly in portrait mode, would've been better left in its stock Gingerbread form, though we really like Sony Ericsson's changes in the messaging, contacts, and applications subsections. All three work spectacularly, with nary a hint of lag, and look splendid. Additional, though entirely superficial, marks are earned for the neat ghosting animation you're treated to when tapping the unlock or mute sliders on the lock screen.
Browser performance is a little unconvincing, as neither scrolling nor zooming is on the same level as what the finest Android, Windows phone 7 or iOS devices can do. That said, the Arc can chew through web-based Flash video like a champ, which is likely to be a lot more important to users than the amount of butter their scrollwheel's been greased up with. Beyond those Sony Ericsson peculiarities, you're really looking at your standard Android user experience. You get access to a truly vast array of applications, games and content, backed by the knowledge that the insatiable growth of the platform will only attract further development efforts. Amazon has just delivered an Appstore and a music cloud storage service tailored specifically to Android, while RIM has made its PlayBook tablet compatible with Android apps -- it's an OS with a truly bright future ahead of it. Having version 2.3 preloaded on the Arc also means you're starting at the highest possible entry point and won't have to fret about upgrades for a good few months at least. Additionally, if you're a big Gmail and / or Gtalk user, there's no better phone OS than Google's own to make use of those services on the move.
Sony Ericsson could've called this the Xperia Art and no one would have been surprised. Its 4.2-incher is one of the most photogenic smartphones we've come across yet and its design exhibits an artistry and a flamboyance we rarely get to see. Construction materials might have been better, but then the Arc comes in at a very reasonable £425 ($680) price off contract -- placing it at the lower end of the Android smartphone pricing scale in the UK -- so some tradeoffs have to be expected. Where we can't hide our disappointment is in seeing poor video recording attached to a strong camera sensor. It just feels like a missed opportunity for Sony Ericsson to not match the hardware's capabilities with suitably strong software and thereby tie this up as a comprehensive multimedia standout. We also can't help but be vexed by the Arc's shallow viewing angles, though they were admittedly offset by strong performances in video playback using the Mobile Bravia Engine. The UI tweaks on top of Android, while pretty to look at, do appear to be more resource-intensive than the stock stuff and Sony Ericsson's input does seem to have led to a tiny bit less stability and responsiveness all round.
All that said, we liked the Arc and we think it has a lot to offer to the right sort of buyer. If you're obsessive about display technologies and vanilla Google software like we are, we'd advise looking at the tried and tested Nexus S. But if you just fancy an uncomplicated, big-screened phone to enjoy movies on during your daily commute, the Xperia Arc might just be your perfect candidate. It doesn't really lack anything on the feature front, but it's Sony Ericsson's execution and occasionally odd design choices that hold it back from being a triumph.
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Hardware
The Xperia Arc's physical design is very clearly targeted at fashion-conscious buyers. It's not ergonomically broken by it, but form has clearly led the way ahead of function (as illustrated by the camera lens being attached at the very top of the handset, its thickest point), but you know what, we don't really mind that. It's about time we admitted to ourselves that we buy phones as much for what they look like as for what they do, and we laud Sony Ericsson for having the audacity to pursue its target demographic with a highly distinctive design. Few things curb our enthusiasm as much as overly generic phones that try to be all things to all people and the Arc is commendably distant from that group.
Contributing to the diversity of Android key configurations, Sony Ericsson has opted for a trifecta of physical buttons on the Xperia Arc (the Back and Menu keys have swapped positions from the X10 arrangement), which are thankfully wide, easily identifiable, and highly intuitive to use. Aside from the good clicky responsiveness of each button, that's in large part down to the omission of the Search key, which we can't say we missed at all. Its absence paves the way for SE to center the Home button (a good thing) and generally simplifies a user control scheme that hardly needed to be quite so complex to begin with. The only downside to the Arc's buttonry is one we spotted with the Xperia Play as well -- there's no illumination for the key labels in the dark. You get a pair of lights marking the division between each key, but their purpose is basically indecipherable when the phone's used in the dark. An easily forgivable little foible, we'd say, on what is a very satisfying keypad.
The rest of the Arc's exterior is mostly uneventful, consisting of flowing, pretty lines, broken up by a volume rocker and MicroUSB port on its top left shoulder, a 3.5mm headphone jack directly opposite on the right, and an HDMI output and a rather tiny power / lock key at the top. There is a physical shutter button here, but it's positioned at the extreme bottom right of the handset, almost at the corner, which leads to awkward operation at times. Overall build quality feels robust and durable, though we're again under the impression that Sony Ericsson wasn't spending too richly in obtaining the construction materials. Nothing wrong with that for the most part, we don't begrudge manufacturers making savings where they don't cost the end product, but we did manage to induce a little creaking from the frame, particularly around the volume rocker.
Internals
Display
Camera
Let's get the big news out of the way first, the Xperia Arc takes some really beautiful and detailed shots. It's able to focus quickly even under challenging conditions (in our side-by-side testing, the Arc managed to focus in a low-light situation where the Play could not) and its biggest antagonist is color noise when there's not enough light around. Sharpness is retained very well by the Exmor R sensor and there's no reason to fear noise reduction software will blast away the tender detail in your images. If there's one thing to bear in mind with the Arc's output, it is that SE is doing a little bit of its own post-processing to boost colors on every shot, resulting in occasionally oversaturated pics. We understand the reasoning behind this, as it most often improves images by making them appear more vibrant and less drab, but we would have liked the option to toggle this function off.
There's plenty of softness in that video, in spite of the almost ideal lighting circumstances of a rare sunny London afternoon. Ironically, whereas stills are handled with little noise reduction by the Arc's software, there's clearly a very aggressive noise suppression algorithms at work when it comes to video. It's used in an effort to make the picture appear "smooth" -- something we saw with the Xperia Play as well -- but it leads to the unsatisfying outcome of killing fine detail and replacing it with a smeared appearance. This could again be excused by the fact the Arc's intended for a casual audience (and the videos do indeed look quite spectacular on the phone's own display), but there's an HDTV-loving HDMI output among this phone's ports and you won't be best pleased with the results once you decide to look at them on an actual big screen television. Wind noise also figured its way into the equation, but that's mostly owing to an unfortunate angling of the phone that allowed wind to channel its way to the mic; we've yet to encounter a phone that's not susceptible to that issue.
Software
There's little on the Xperia Arc that we haven't already discussed in our Xperia Play review. It features Android's finest mobile build to date, skinned with Sony Ericsson's mostly successful aesthetic tweaks and performing smoothly and responsively. For the most part. As highlighted in the camera section above, the Arc benefits from a customized camera app, which is certainly an improvement over the default in terms of functionality, but managed to crash on us a couple of times. Moreover, the Timescape widget can be a real spoiler with all its resource consumption, forcing the occasional stutter in UI navigation, however given that it's merely an optional extra you can remove within seconds of turning the phone on, we can't bemoan it too much. The onscreen keyboard, particularly in portrait mode, would've been better left in its stock Gingerbread form, though we really like Sony Ericsson's changes in the messaging, contacts, and applications subsections. All three work spectacularly, with nary a hint of lag, and look splendid. Additional, though entirely superficial, marks are earned for the neat ghosting animation you're treated to when tapping the unlock or mute sliders on the lock screen.
Wrap-up
All that said, we liked the Arc and we think it has a lot to offer to the right sort of buyer. If you're obsessive about display technologies and vanilla Google software like we are, we'd advise looking at the tried and tested Nexus S. But if you just fancy an uncomplicated, big-screened phone to enjoy movies on during your daily commute, the Xperia Arc might just be your perfect candidate. It doesn't really lack anything on the feature front, but it's Sony Ericsson's execution and occasionally odd design choices that hold it back from being a triumph.
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