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[DEV] miniCM9 debug only thread (shakira, robyn and mimmi) 19/07/12

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[DEV] miniCM9 debug only thread (shakira, robyn and mimmi)
there is 3 thread for miniCM9, each device specific.
things i say in one thread is also applicable to others

for debugging purpose, i need this only thread for the 3 devices to centralize the data

this thread is NOT for asking or requesting anything, it is there for providing test results !

the thing i ask you to focus about is battery life since it is an important thing.

post #2 : gsm standy influence on battery life
post #3 : system app freezing and battery life
post #4 : adreno config and performance improvement (GPU)

to improve miniCM9, you could :
  • post results after following protocols,
  • help me to set up test new protocols,
  • give advices about them
  • suggest things to investigate IF you can prove it worths to
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5th June 2012, 07:53 AM |#2  
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Cool debug part1
Dear miniCM9 users, you wanna help us to increase miniCM9 battery life ? (regarding GSM standby)

here is a simple protocol to find if some conditions can or not increase battery life without messing up everything else

atm, we will see for gsm standby that seems to extremely eats battery when phone is idle
thank to sonty for the idea on which the following protocol is based

since there is no difference between conditions on batterylife, we now want to prove qcomuiccstack has no side effect.

in the build.prop you'll find the following :
Code:
ro.telephony.ril.v3=icccardstatus,skipbrokendatacall,signalstrength,datacall


protocol ended, qcomuiccstack used as defaulf in miniCM9, if you have any other idea, feel free to share


protocol opened again, see there for details :
http://forum.xda-developers.com/show...&postcount=173



after editing the build.prop, don't forget to reboot!
here are the 2 conditions :
1/ keeping as it is:
Code:
ro.telephony.ril.v3=icccardstatus,skipbrokendatacall,signalstrength,datacall
2/ add "qcomuiccstack"
Code:
ro.telephony.ril.v3=icccardstatus,skipbrokendatacall,signalstrength,datacall,qcomuiccstack
push your phone to its limits, and see if the 2/ condition is as stable as control.

__________________________
NB :
245~748MHz, smartassV2, KSM, UV, zram18%, purging of assest, dithering, 16bit transparency.
theses apps are frozen (+dsp manager that is just deleted), and will be same for all the next tests i'll do (need two more power cycles for qcomuiccstack, and then 3 of control)


__________________________

old protocol, kept for archive
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5th June 2012, 07:54 AM |#3  
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debug part2
Dear miniCM9 users, you wanna help us to increase miniCM9 battery life ? (regarding system apps disabling?)

freeze every unused system app as explained here : and see how battery life is improved
(do not change frozen app during previous tests, keep them frozen or not, i doesn't matter, but do not change during test, it will mess up the result!)

settings > apps > all > choose a system app you don't use > disable

thks to sonty
freeze :


all you need to do is :
  • use the rom on 3 power cycles without the apps frozen, and take screen shots
  • use the rom on 3 power cyclles with the apps frozen, and take screen shots
NB : do some wifi browsing with sync activated after full charge just to see
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5th June 2012, 07:54 AM |#4  
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Clock performance improvement program (GPU)
this post is dedicated to performance improvements (GPU)

despite drfr said :
Quote:
Originally Posted by drfr

You´re kidding, battery life is awesome and performance is near perfect too, big thanks to the team.

i think we can get more of our devices

in order to gain a little more performance, we can tweak the adreno config file, which rules the way the gpu handles things

Quote:
Originally Posted by matmutant

you can now look at /system/etc/adreno_config.txt and play with it


when you change a single property, then perform a benchmark (only GPU 2D/3D on antutu, neocore and fps2D)


here is how the file looks :

Code:
; VERSION 6  -- Increment version when this file is changed
; P4 Version: $Revision: #26 $
for a start we will look at that part :
Code:
;##################################################################################################
;    Features and Performance
;##################################################################################################

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Turn on Faceness (front face/ back face) generation and culling.
; Valid values:;
;   default - (default) use the chip default for Faceness generation and culling.
;   on      - turn on Faceness (Front Face / Back Face) generation and culling.
;   off     - turn off Faceness generation and culling.
;
;facenessCulling=default
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Specify data alignment for Vertex Buffer Objects (VBOs).
; Valid values:
;   natural - (default) use natural data alignment for Vertex Buffer Objects.
;   dword   - force double word alignment for Vertex Buffer Objects.         
;
;vboDataAlignment=natural 
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Enable or disable optimzed texture updates.
; Valid values:
;   1 - (default) enable optimized texture updates.
;   0 - disable optimized texture updates.
;
;enableOptimizedTextureUpdates=1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Enable or disable optimzed vbo updates.
; Valid values:
;   1 - (default) enable optimized vbo updates.
;   0 - disable optimized vbo updates.
;
;enableOptimizedVboUpdates=1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Force automatic texture compression (does not affect FBOs, EGLimage, or other user generated
;  textures). 
; Valid values:
;   0 - (default) do not force.
;   1 - do force.
;
;forceAutoTextureCompression=0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Specify the Trijuice ratio.  This is a ramping function between mip levels.  Higher values
;  reduce the cost of linear filtering between mipmaps.
; Valid values:
;   0 - (default) set to 0.
;   1 - set to 1/6.
;   2 - set to 1/4.
;   3 - set to 3/8.
;
;triJuice=0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;    

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Enable inline constant updates. This is the default value. 
; Valid values:
;   1 - (default) enable inline constant updates. 
;   0 - disable inline constant updates.
;
;enableInlineConstantUpdates=1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Enable the memory pool optimization for client side vertex arrays.
; Valid values:
;   1 - (default) enable the memory pool.
;   0 - disable the memory pool.
;
;enableMemoryPool=1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Enable fast clears.
; Valid values:
;   1 - (default) enable.
;   0 - disable.
;
;enableFastClears=1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Restrict fast clears to dithering-safe cases (clears which use colors that are not affected by
;   dithering)
; Valid values:
;   0 - disable (default).
;   1 - enable.
;
;ditherSafeFastClears=0   
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Enable GSL shadowing of GMEM in the application's color and depth buffers.
; Valid values:
;   1 - (default) enable.
;   0 - disable.
;
;shadowGmemInAppBuffers=1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Enable tiled textures.  Tiled textures are faster to render, but slower to load.
; Valid values:
;  1 - (default) enable.
;  0 - disable.
;
;textureTiling=1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Force a preserve of Z and Stencil on swap.
; Valid values:
;   0 - (default) do not preserve.
;   1 - preserve.
;
;preserveZStencilOnSwap=0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Allow use of depth export (gl_FragDepth) from fragment shaders.
; Valid values:
;   0 - (default) do not allow.
;   1 - allow.
;
;allowDepthExport=0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Enable or disable untiling of dynamic textures
; Valid values:
;   1 - (default) untile dynamic textures on the fly
;   0 - never untile dynamic textures
;
;untileDynamicTextures=1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Enable or disable the full surface update optimization path for dynamic textures
; Valid values:
;   1 - (default) create new surface instead of using the update path
;   0 - use update path for full surface updates
;
;fullSurfaceDynamicUpdatePath=1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Use hints on whether or not to use GPU tiling BLT to update hw image during texture upload
; Valid values:
;   1 - (default) use GPU tiling hints
;   0 - don't use GPU tiling hints
;
;useGpuTilingHints=1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
we can also play with this :
Code:
;##################################################################################################
;    MultiSampling Antialiasing (MSAA)
;##################################################################################################
    
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Specify the multisampling antialiasing smoothing strategy.
; Valid values:
;   Normal - (default) use normal MSAA smoothing. This is the default value. 
;   High   - use high MSAA smoothing.
;
;MSAASmoothing=Normal
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Specify the allocation strategy for multisampling antialiasing buffers.
; Valid values:
;   on_demand - allocate MSAA buffer on demand. This is the default value. 
;   always    - always allocate MSAA buffer.
;   never     - never allocate an MSAA buffer.
;
;MSAABufferAllocation=on_demand 
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Force the MSAA antialiasing mode to the value in MSAAMode.
; Valid values:
;    0 - (default) do not force the MSAA antialiasing mode.
;    1 - force the MSAA antialiasing mode to the values in MSAAMode and MSAASmoothing.
;
;forceMSAAMode=0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Specifiy the antialiasing mode to use if forceMSAAMode is enabled.
; Valid values:
;   0 - (default) do not antialias.
;   1 - use 2x antialiasing.
;   2 - use 4x antialiasing.   
;
;MSAAMode=0 
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
and this :
Code:
;##################################################################################################
;    2D Settings:    
;##################################################################################################

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Use 2D hardware BLTs.
; Valid values:
;   1 - (default) use hw BLTs.
;   0 - do not use.
;
;2D.HwBlt=0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Wait for chip to be idle before issuing SwapBuffers.
; Valid values:
;   noidle    - (default) do not wait for the chip to be idle before issuing a SwapBuffers.
;   idle      - wait for the chip to be idle before issuing a SwapBuffers.
;   interrupt - do SwapBuffers in interrupt mode.
;
;2D.eglSwapMode=noidle
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Force the eglSwapBuffers interval to the value in 2D.eglSwapInterval.
; Valid values:
;   0 - (default) do not force.
;   1 - force.
;
;2D.forceEglSwapInterval=0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Set the eglSwapBuffers interval to be used if 2D.forceEglSwapinterval is set to 1. 
; Valid values:
;   Int - Set the eglSwapBuffers interval to this value if 2D.forceEglSwapInterval is set.
;
;2D.eglSwapInterval=0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
we will keep the rest for a later time, and do not need to try debugging properties since they are only there for debugging purpose and not meant to be "used"
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5th June 2012, 07:55 AM |#6  
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part5 if needed
reserved in case of
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5th June 2012, 08:26 AM |#7  
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Yea, let's keep those results in one place.
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5th June 2012, 07:45 PM |#8  
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Arrow Condition 3
Click image for larger version

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1 - Idle had 3g from 100 to 83 on 4 hours;
2 - Idle switch to 2g;
3 - listening music, screen off;
4 - Same but was connected on wifi too;
5 - Few sms,and a ltl music. short phone calls(15min total);

Phone was rebooted before last charge. No reboot or freezy.Using swap no sd-ext OV 691 UV enable,Allow purging of assets off,Zram Off,KSM on.
Note:i am using a "renice" script every 30 sec (never stops) it change oom value on sms app and log it on file. as i have notice it drain some battery too.
sync off,No gapps,Android keyboard frozen:it stay in memory i dont need it on gb it was out of memory now is always on memory from boot.

Condition 3: delete "signalstrength" and add "qcomuiccstack"
Started with this was using cm9 with default gsm settings so i wanted to test it first!
Signal "stuck" on 2 bars however with the other config i have near full signal on same places.

More results will come soon !
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6th June 2012, 02:49 PM |#9  
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So, here I come with the testing results regarding icccardstatus :

1st testing : deleting icccardstatus only
No screenshot taken... abouut 3% battery drainage per hour.. Meh..

2nd testing : deleting iccardstatus, add qcomuiccstack
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I leave it about 7 hours of sleeping... Battery drainage during this time is about 0,5% per hour... After that, I played music via CM9 for several minutes. After that, battery drainage occurs (you can see that the slope suddenly changes pattern).

3rd testing : deleting iccacrdstatus and signal strength, add qcomuiccstack
Click image for larger version

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roughly, this one drains a little bit more than 2nd testing, about 0,7% an hour. But, after playing music via CM9 etc, the battery drainage does not occur.. The slope keeps stable until I take the screenshot.

Those testing are based upon these conditions :
- Almost idle totally (except having several sms during testing, unavoidable) and at some time, just screen on the screen to check how much juice I had left.
- playing several music through CM9 music app for about 10 minutes, after about 7 hours of total idle (sleeping)
- wifi off
- 2G only

Hopefully this helps...
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6th June 2012, 03:09 PM |#10  
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Quote:
Originally Posted by StardustGeass

Hopefully this helps...

nice, the more data we have the more chance to find something interesting

2 little comments :
- could you perform another test with the control condition (original) ? (to compare the tests you did with the way it behaves in standard way )
- could you provide a screen shot of the extended view of the battery graph too ? for having a more accurate slope feeling

--> re-read the protocol, i may have edited it since you read the first time (yes, it needed to be improved )
what i want to mainly focus on is the behavior of the phone when idle (when you use the phone there is too much things that happens that data is not usable, things i ask in the test (wifi, call, sms...) are just to chack if theses services still work )
thank you very much for the time you spend to help for this matter
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6th June 2012, 04:08 PM |#11  
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Quote:
Originally Posted by matmutant

--> re-read the protocol, i may have edited it since you read the first time (yes, it needed to be improved )
what i want to mainly focus on is the behavior of the phone when idle (when you use the phone there is too much things that happens that data is not usable, things i ask in the test (wifi, call, sms...) are just to chack if theses services still work )
thank you very much for the time you spend to help for this matter

About, call, and sms, they are working fine in both 3 cases...
I got a call from my mother and my GF from both the 2nd and 3rd phase. They only last about a minute, so I don't put them on the data... SMS are working fine as well on both 2nd and 3rd phase..

About wifi, I just used it for about a minute, just for checking it is working (on both 2nd and 3rd case)..
I told on the data I don't use wifi because I think the wifi usage just too little to be mentioned...

And for the normal, I'll upload it tomorrow :3
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