(Pocket-lint) – Google is expected to announce the Pixel 6 and Pixel 6 Pro smartphones towards the end of the year, succeeding the Pixel 5 that arrived in October 2020.
We’ve compared how the Pixel 6 and Pixel 6 Pro could compare based on the speculation in a separate feature, but here we are focussing on how the Pixel 6 might stack up against the Pixel 5.
Design
Pixel 5: 144.7 x 70.4 x 8mm
Pixel 6: 158.6 x 74.8 x 8.9mm, 11.8mm with bump
Pixel 6 Pro: 163.9 x 75.8 x 8.9mm, 11.5mm with bump
Based on the rumours, the Pixel 6 and 6 Pro will offer a complete redesign compared to the Pixel 5. Renders suggest a rectangular camera housing will stretch across the entire width of the devices on the Pixel 6 and 6 Pro compared to the square housing positioned in the top left corner on the Pixel 5.
It also looks like the punch hole camera at the top of the display will move to the centre in the Pixel 6 and 6 Pro, repositioning from the top left corner on the Pixel 5.
The other big change in design appears to be the introduction of an under-display fingerprint sensor on the Pixel 6, rather than the physical sensor on the rear of the Pixel 5. The Pixel 6 and 6 Pro also both appear to be a little more exciting in terms of colours, with blocks of colours on the rear based on the leaked images.
In terms of physical measurements, it looks like the Pixel 6 and Pixel 6 Pro will both be larger than the Pixel 5, as well as thicker. The Pixel 5 has an IP68 water and dust resistance, and we’d expect the same from the Pixel 6 and 6 Pro.
Display
Pixel 5: 6-inch, Full HD+, 90Hz
Pixel 6: 6.4-inch, Full HD+, 120Hz
Pixel 6 Pro: 6.67-inch, Quad HD+, 120Hz
Rumours suggest the Google Pixel 6 will come with a 6.4-inch display and the Pixel 6 Pro with a 6.67-inch display. If true, both devices would be bigger than the Pixel 5’s 6-inch display.
It’s thought the Pixel 6 will likely come with a Full HD+ resolution, a flat screen and a 120Hz refresh rate. The Pixel 6 Pro meanwhile, is thought to be coming with a slightly curved display, a Quad HD+ resolution and a 120Hz refresh rate.
The Pixel 5 has a 6-inch display that has a Full HD+ resolution at 2340 x 1080 for a pixel density of 432ppi. It offers a 90Hz refresh rate and it has HDR support, which the Pixel 6 and 6 Pro are both likely to offer too.
It’s thought the Pixel 6 and 6 Pro will run on an in-house chip Google is said to be working on codenamed Whitechapel. The chip is claimed to have a raw performance somewhere between the Qualcomm Snapdragon 888 and the Snapdragon 865. It’s expected to offer 5G capabilities.
RAM and storage options haven’t been detailed as yet in leaks, though it’s said the Pixel 6 will have a 5000mAh battery capacity, so we’d expect the same or higher from the Pixel 6 Pro.
The Pixel 5 runs on the Qualcomm Snapdragon 765G processor, with 8GB of RAM and 128GB storage. There’s no microSD support. The battery capacity is 4000mAh and the Pixel 5 supports fast charging and wireless charging, both of which we would expect on the Pixel 6 and Pixel 6 Pro.
Camera
Pixel 6: Dual camera
PIxel 6 Pro: Triple camera
Pixel 5: Dual camera
It’s claimed the Pixel 6 will have a dual rear camera with talk of a 50-megapixel main camera coupled with an ultra wide-angle lens.
The Pixel 6 Pro meanwhile, is said to have a triple rear camera with the same 50-megapixel main sensor and same ultra wide angle lens as the Pixel 6, but with the addition of an 8-megapixel telephoto sensor too.
The Pixel 5 has a dual rear camera comprised of a 12.2-megapixel dual-pixel main camera with 1.4µm pixels and a f/1.7 aperture, along with a 16-megapixel ultra wide-angle lens with 1.0µm pixels and an f/2.2 aperture.
The front camera on the Pixel 5 is an 8-megapixel sensor with 1.12µm pixels and an f/2.0 aperture.
Conclusion
Based on the speculation, the Pixel 6 and Pixel 6 Pro will offer a big redesign compared to the Pixel 5, along with larger displays, faster refresh rates and upgrades in hardware.
It also looks like the camera offering will be more advanced on the Pixel 6 and certainly the 6 Pro with the possible addition of a telephoto lens, but nothing is confirmed as yet and we’re still waiting for more rumours on the RAM and storage options.
You can follow all the rumours for both the Pixel 6 and Pixel 6 Pro in our separate round up features.
(Pocket-lint) – It’s probably no surprise that the Realme GT’s international reveal happened just one day after the OnePlus Nord CE hit the headlines. Because, while the GT isn’t a direct competitor – it’s actually more powerful than OnePlus’ more budget offering – it’s certainly a handset that wants to lead the young brand’s charge on OnePlus’ ongoing dominance in the alt-flagship space.
It’s even pulled the same old-hat promotional tagline – “flagship killer” – which is rather cheeky. But that gives Realme a platform upon which to stand. It is a bit cheeky. It has previously released phones with eye-slapping phrases plastered on them – we lambasted the Realme 8 Pro for its ‘Dare To Leap’ slogan. It’s that bit different, that bit of fun.
With the Realme GT the company is looking to enter the fast lane – the ‘Grand Tourer’ name reference name says it all really – for this alt-flagship has top-tier Qualcomm processing power, a more grown-up looking vegan leather finish than earlier Realme devices, and arrives at a price point that could make you pay attention to this brand over better-established products such as, say, a Moto G100 or Xiaomi Mi 11 Lite.
Design & Display
6.43-inch AMOLED panel, 1080 x 2400 resolution, 120Hz refresh rate
Colours: Racing Yellow, Dashing Silver, Dashing Blue
Dimensions: 156 x 73 x 9.1mm / Weight: 186g
Finishes: Vegan leather or glass back
In-display fingerprint scanner
With phones often gigantic slabs these days, it’s rather refreshing to hold onto the Realme GT – because it’s sensibly proportioned, not too thick even in its vegan leather finish, and is on the right side the 200g weight barrier (a limit that we’ve pretty much decided to impose having handled the all too heavy Xiaomi Mi 11 Ultra).
Motorola’s new Moto G9 Plus is a stunner of a phone – find out why, right here
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That the volume control buttons are on the opposite side to the Realme GT’s power button – a rarity in most Android phones – is something you might not immediately love, but we stuck with it and it’s actually a sensible layout. Taking one-handed screengrabs is easier, as one beneficial example.
But it’s not the layout that’ll first catch your attention. It is, but of course, that bright yellow rear – which Realme calls ‘Racing Yellow’, keeping in theme with that GT name. It’s a bold, bright finish, almost like an exemplary Pantone shade card for what a true yellow should represent.
That it’s vegan leather is another standout point, but less for its apparent environmental kudos – although there’s an argument that processes for this material aren’t actually Thunberg pleasing – and more for its tactile quality. It’s nice and grippy. It doesn’t become smeared in heaps of fingerprints. It looks consistent – and the black stripe down from the integrated cameras panel helps to soften the look.
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Why, then, Realme has decided to (literally) stick its logo onto the rear is a big question. This silvered stick-on will inevitably fall off over time – not that we’ve actively been picking at it. Maybe that’d be for the better though – we’re not fans of any brand sticking big logos onto its phones. Motorola used to, before realising it looks much better to be subtle. Still, Realme ought to deboss or emboss for added chic.
Flip the phone over to its front and the Realme GT houses a 6.43-inch AMOLED panel, delivering a screen that’s capable of deep blacks and strong colours. Sadly, however, its auto-brightness adjustment is so shy that you’ll often end up squinting at the dulled screen trying to find the manual brightness slider. At maximum brightness it can remain visible in outdoor sunlight though. At lowest brightness there’s some ‘black crush’ to visuals, which is fairly common – an issue other Oppo phones present (Realme is effectively under the same umbrella as that brand).
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Interestingly this panel has some top-end features, such as a 120Hz refresh rate, to keep visuals extra smooth and easy on the eyes. You needn’t have the 120 refreshes per second active for the sake of battery life, though, as a 60Hz option is found within the menus – which is on by default anyway. In terms of resolution the Full HD+ span of pixels over the 20:9 aspect ratio panel delivers ample detail – these days you don’t really want or need much more, as it rarely enhances apps and mostly just squeezes the battery life.
Performance & Battery
Qualcomm Snapdragon 888 platform, 8GB/12GB RAM
Realme UI (v2.0) software over Google Android 11 OS
4,500mAh battery capacity, 65W fast-charging
Stainless steel cooling system
5G connectivity
That the Realme GT can cope with a 120Hz refresh rate is no surprise given its top-end hardware under the hood. There’s a Qualcomm Snapdragon 888 processor, paired with 8GB or 12GB RAM (there are two variants, we have the lower spec 8GB model in for review).
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It’s this “my processing power’s bigger than yours” angle that will garner the GT a lot of attention – especially for its asking price. And so it should, for this Realme performs really well whether you’re casually navigating between pages and apps, or digging deep into a gaming session.
Other than when recharging it doesn’t overheat either, which is impressive in the context of a faux leather-backed device with such a strong performance engine running things. The stainless steel cooling system designed within must be part of the reason for the apparent well-managed heat dissipation.
With mixed use we’ve found the GT’s battery life to be perfectly acceptable. Long days will see you finish close to the 20 per cent mark, after around 18 hours, but that includes some gaming so we think that’s pretty good innings. Besides, with a 65W fast-charging capability – no wireless to be found here – topping it up is speedy. It can even learn your typical charging pattern as to not refill the battery too quickly, which will help with long-term battery health.
We suspect the GT could last longer if various settings were activated to throttle the experience. But we’re glad that’s not the case. So often we hit a wall with, say, a Xiaomi phone because its software default controls the way in which apps respond – often causing notification issues or delays. Realme doesn’t have that issue; its Realme UI (version 2.0 here) is effectively a rework of Oppo’s ColorOS, which we’ve found in recent iterations to be generally pleasing.
Cameras
Triple rear camera system:
Main (26mm): 64-megapixel, f/1.8 aperture, Sony IMX682 sensor, 0.8µm pixel size
Given the phone’s price point its camera setup is the one area to expect some compromise. Realme has gone down the “triple camera” route – but, really, it’s a main camera paired with ultra-wide that show their worth, while the low-resolution close-up macro camera isn’t even worth including in our view. It’s a trap so many makers have fallen into – to oversell their cameras.
Anyway, that’s not to say expect bad things all across the board. As a straightforward point-and-shoot camera the main 64-megapixel sensor – which uses six-in-one processing to deliver 12-megapixel results by default – is capable enough. For sharing snaps on socials and so forth it’ll deliver the goods.
That said, however, it’s not the most refined in terms of processing. Where detail lacks – subject edges such as buildings, or busier areas such as trees and shrubs – there’s oversharpening, often to the detriment of realism. Colour also can look as though it’s been washed over with a blue filter, while contrast is a bit punchier than needed.
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: Main cameraMain camera
Then there’s the wide-angle camera. Results from this aren’t consistent with the main lens – the colour looks different, for example – while detail lacks, and optically speaking it’s not particularly great. The benefit of having the wide camera is, of course, that it’s wide; that you can fit more into a shot, even if the edges are blurred and the contrast pushes image noise into greater visibility. You can compare the main camera and the wide camera – including 100 per cent zoom-in for each shot – in the gallery above.
The Realme GT might have wide-angle covered, but it doesn’t really cater for zoom. Well, it depends how you look at it. The camera app does offer 2x and 5x as part of the controls, but we’d strongly suggest avoiding using these as it’s nothing more than digital zoom. Given that the main sensor is 64-megapixels, however, the 2x ought to be better than it is. The 5x really pushes beyond what’s acceptable, with soft and unimpressive results. You can see the zoom stages from wide to main to 2x to 5x in the gallery below:
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: Ultra-wide (16mm)Ultra-wide (16mm)
So while the zoom is one to avoid and the wide-angle isn’t great, the GT’s main camera is passable. It recognises backlighting to boost high dynamic range (HDR). It’s managed pretty well in low-light conditions, too, so if you’re shooting indoors at night then it can still focus and present enough detail – as we found out in a basement distillery at Edinburgh Gin.
That’s the long and the short of it: there’s not really much that’s “GT” about this Realme’s cameras. A “Pro” version might be able to rectify that – but it’d also come at cost, given the list price of camera components. And, really, that’s not the point of this phone. The GT is all about flagship performance for the day to day, not top-tier cameras – if you want that then you’ll have to pay out a lot more cash elsewhere.
Verdict
From its striking yellow-colour vegan leather finish, to its impressive performance thanks to Qualcomm’s Snapdragon 888 platform, the Realme GT is an impressive alt-flagship – but one that will depend on its eye-catching asking price to lure in a fan base.
As we said up top, this Realme has arrived at a time when OnePlus is no longer, well, “being OnePlus” – i.e. delivering flagship devices for considerably less cash. In that sense, then, the GT slots into the space that OnePlus once occupied in its earlier days, a tactic that’s as measured as it is a bit cheeky.
No, the GT doesn’t offer the greatest of cameras, its auto-brightness is shy to activate, and as a brand name it might not yet resonate with the masses.
But it’s hard to not see the GT’s specification for what it is: more powerful than a Motorola equivalent, such as the G100; and more software consistent than a Xiaomi device, such as the Mi 11 Lite.
In that sense, then, the Realme GT sure does enter the alt-flagship fast lane, overtaking some of the big competition that are also jostling for pole position.
Also consider
Pocket-lint
Xiaomi Mi 11 Lite 5G
We love the Xiaomi’s colour finish and slender build – it’s a great alternative to the current glut of massive flagship phones. That said, it’s less powerful and the software brings its share of irks.
Read our review
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Moto G100
It’s about the same price, but with a slightly lower-spec processor, equally so-so cameras, but a more established brand name and near flawless software.
We like a meaty homemade build, and this seems to tick all the boxes. This online ad filter lives inside a tin of Spam and is powered by the Raspberry Pi alternative Orange Pi board. This stealthy, meaty project was created by Daniel Hepper, and spotted by Hackaday.
Within the tin, which once contained 200g (7oz) of the pre-cooked meat product, sits an Orange Pi Zero LTS, a small SBC that runs on an Allwinner H2+ (Cortex A7) CPU and measures just 2in x 1.8in (52 x 46mm). The tiny board features Wi-Fi, Ethernet, up to 512 MB of RAM, USB 2.0 and a microSD card slot plus a 26-pin GPIO header. The Ethernet port supports passive POE (with a little bit of soldering), and this is used to power the board, which runs the Pi-Hole network ad-blocking software.
Daniel brought the tin back from a trip to Australia ten years ago. He originally considered a Raspberry Pi Zero for the role, but it wouldn’t fit in the can with the USB to Ethernet and POE adaptors it would need. The Orange Pi fitted perfectly, requiring only a Micro SD extension cable to change the position of the card slot, and the elegant single-cable POE solution means there’s no need for the Wi-Fi antenna. It sits on a 3D printed frame that exposes the Ethernet port through the part of the can and label that once held the Spam’s nutritional information.
A Dremel made short work of the tin, both creating the aperture for the Orange Pi to protrude through and for removing the expired mass of spiced meat. Daniel doesn’t recount how it smelled, but does recommend carrying out the operation in the bathtub.
(Pocket-lint) – OnePlus announced an addition to its Nord range of smartphones during an event in June in the form of the Nord CE 5G.
The device sits below the original Nord, which means it subsequently sits under the flagship OnePlus 9 series.
You can read more about how the Nord CE 5G compares to the original Nord in our separate feature, but here we are covering how it stacks up against the OnePlus 9. Should you spend the extra cash?
Design
Nord CE 5G: 159.2 x 73.5 x 7.9mm, 170g
OnePlus 9: 160 x 74.2 x 8.7mm, 192g
The OnePlus Nord CE 5G features an all-plastic design that has a pill-shaped rear camera housing in the top left corner, a 3.5mm headphone jack at the bottom of the device alongside the charging port, and a singular punch hole camera in the top left corner of the display.
The display is flat, there is no official IP rating and the Nord CE 5G comes in three colour options.
The OnePlus 9 meanwhile, has a glass rear, though it has a plastic frame, and it features a more prominent rectangular camera housing on the rear. Two of the three camera lenses are larger and have a metal surround, making more of a feature on the back.
On the front, the display is flat on the OnePlus 9, like the Nord CE 5G, and it also features a punch hole camera in the top left corner. There is no official IP waterproof rating, though the 9 Pro model does offer this if that’s a feature you are desperate for.
The OnePlus 9 has an alert slider – something the Nord CE 5G doesn’t have – but there is no 3.5mm headphone jack.
Display
Nord CE 5G: 6.43-inch, 2400 x 1080 (410ppi), 90Hz
OnePlus 9: 6.55-inch, Full HD+ (402ppi), 120Hz
The OnePlus Nord CE 5G has a 6.43-inch display that sports a 2400 x 1080 pixel resolution to deliver a pixel density of 410ppi.
The flat display has an aspect ratio of 20:9 and it offers a 90Hz refresh rate. It’s a Fluid AMOLED screen.
The OnePlus 9 meanwhile, has a slightly larger screen at 6.55-inches. It has a Full HD+ resolution like the Nord CE 5G though, which results in a pixel density of 402ppi.
The 9 has a Fluid AMOLED display like the Nord CE 5G, but it offers a higher refresh rate at 120Hz and it also supports HDR. Both the OnePlus 9 and Nord CE 5G have under-display fingerprint sensors.
Hardware and specs
Nord CE 5G: Qualcomm Snapdragon 750G, 6/8/12GB RAM, 128/256GB storage, 4500mAh
Under the hood, the OnePlus Nord CE 5G has the Qualcomm Snapdragon 750G 5G processor, with a choice of 6GB, 8GB and 12GB of RAM and 128GB or 256GB of storage, though not all variants will be available in all regions.
There’s a 4500mAh battery that supports Warp Charge 30T fast charging. There is no wireless charging on board.
The OnePlus 9 meanwhile has the flagship – and more powerful – Qualcomm Snapdragon 888 processor under its hood, with either 8GB or 12GB of RAM and either 128GB or 256GB of storage.
The same 4500mAh battery capacity is on board the OnePlus 9 too, but it offers support of 65W fast charging and there is support for wireless charging too.
Both devices are 5G capable.
Cameras
Nord CE 5G: Triple camera (64MP main + 8MP ultra wide + 2MP mono), 16MP front
OnePlus 9: Triple camera (48MP main + 50MP ultra wide + 2MP mono), 16MP front, Hasselblad partnership
The OnePlus Nord CE 5G and OnePlus 9 both have a triple camera on their rears, but they are made up of different lenses, while the OnePlus 9 also has a Hasselblad partnership on board.
The triple camera on the Nord CE 5G is comprised of a 64-megapixel main camera (f/1.79), an 8-megapixel ultra wide-angle camera (f/2.25) and a 2-megapixel mono-lens camera (f/2.4).
The triple camera on the OnePlus 9 meanwhile, is a 48-megapixel main camera with f/1.8 aperture, a 50-megapixel ultra wide-angle camera with f/2.4 aperture and a 2-megapixel monochrome sensor.
Both the OnePlus Nord CE 5G and the OnePlus 9 have a 16-megapixel front camera on board.
Price
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The OnePlus Nord CE 5G starts at £299 in the UK.
The OnePlus 9 starts at £629 in the UK, making it quite a bit more expensive.
Conclusion
The OnePlus 9 is likely to feel like a more premium device compared to the Nord CE 5G thanks to the materials used. It also delivers a more powerful processor, faster charging capabilities, a larger display with a faster refresh rate, and likely better camera capabilities.
The Nord CE 5G appears to offer quite a lot for its price point though, with a good battery size, 5G capabilities, nice design and what looks like it could be a good camera load out.
We would expect the OnePlus 9 to be the better device, naturally, but based on the specifications alone, the OnePlus Nord CE 5G looks like it could be a good option to consider if the 9 is too expensive.
(Pocket-lint) – OnePlus added the Nord CE 5G to its more affordable Nord range of smartphones, joining the OnePlus Nord, OnePlus Nord N10 and OnePlus Nord N100.
Sitting just below the OnePlus Nord in terms of specifications, rather than replacing it, here is how the OnePlus Nord CE 5G compares to the Nord to help you work out which is right for you.
Design
Nord: 158.3 x 73.3 x 8.2mm, 184g
Nord CE 5G: 159.2 x 73.5 x 7.9mm, 170g
The OnePlus Nord and Nord CE 5G look similar on first glance, especially from the rear. Both have a pill-shaped rear camera housing in the top left corner, and both come with a flat display.
Dive a little deeper and there are some standout differences between the two models though. The original Nord has a plastic frame, but offers a glass rear. It also has an alert slider like other OnePlus devices, though it doesn’t have a headphone jack.
The OnePlus Nord CE 5G meanwhile, features a plastic frame, as well as a plastic rear and though it offers a headphone jack, it misses off the alert slider.
In terms of physical size and weight, the OnePlus Nord CE 5G is slimmer and lighter than the Nord, but fractionally taller and wider. Both come in three colour options with the Nord available in Blue Marble, Gray Oynx and Gray Ash, while the Nord CE 5G comes in Blue Void, Charcoal Ink and Silver Ray. Neither has an official IP rating.
Display
Nord: 6.44-inch, 2400 x 1080 (408ppi), 90Hz
Nord CE 5G: 6.43-inch, 2400 x 1080 (410ppi), 90Hz
The OnePlus Nord and Nord CE 5G have very similar specifications when it comes to their displays too. The Nord has a 6.44-inch screen with a 2400 x 1080 pixel resolution, offering a pixel density of 408ppi.
The OnePlus Nord CE 5G meanwhile, has a 6.43-inch display, also with a 2400 x 1080 pixel resolution that puts its pixel density at a slightly higher 410ppi because of the 0.1-inch reduction in size. That difference is not something you would notice though.
Both devices have a 90Hz refresh rate, both come with an AMOLED screen and both have a 20:9 aspect ratio. They also both have a P3 colour gamut.
Nord CE 5G: Qualcomm Snapdragon 750G, 6/8/12GB RAM, 128/256GB storage, 4500mAh
The OnePlus Nord runs on the Qualcomm Snapdragon 765G platform, supported by either 8GB or 12GB of RAM and 128GB or 256GB of storage. It’s not available in the US though, with the Nord N10 model placed there instead.
There’s a 4115mAh battery under the hood and it supports 30T Warp Charge fast charge but there is no wireless charging.
The OnePlus Nord CE 5G runs on the Qualcomm Snapdragon 750G 5G platform, supported by 6GB, 8GB or 12GB or RAM and 128GB or 256GB of storage. You’re looking at a very similar loadout here really, with the Nord CE 5G taking a slight dip in processing power but this isn’t likely to be something you’d notice in everyday use.
The Nord CE 5G has a larger battery capacity than the Nord at 4500mAh, and it supports 30T Plus Warp Charge fast charging, but again, there is no wireless charging.
Cameras
Nord: Quad rear (48MP main + 8MP ultra wide + 5MP depth + 2MP macro), dual front (32MP main + 8MP ultra wide)
Nord CE 5G: Triple rear (64MP main + 8MP ultra wide + 2MP mono), single front (16MP)
The OnePlus Nord has a quad camera on the rear made up of a 48-megapixel main camera with 0.8µm pixels and a f/1.6 aperture, a 8-megapixel ultra wide-angle lens with f/2.25 aperture, a 5-megapixel depth lens with f/2.4 aperture and a 2-megapixel macro lens with f/2.4 aperture.
There’s a dual front camera with a 32-megapixel main camera offering a f/2.45 aperture, and an 8-megapixel ultra wide-angle camera with f/2.45 aperture.
The OnePlus Nord CE meanwhile, has a triple rear camera with a 64-megapixel main camera with 0.7µm pixels and a f/1.79 aperture, an 8-megapixel ultra wide-angle lens with f/2.25 aperture and a 2-megapixel mono-lens lens with f/2.4 aperture.
The front camera is a single lens with a 16-megapixel sensor, offering an f/2.45 aperture.
In terms of video capabilities, both the Nord and Nord CE 5G support 4K video recording at 30fps and 1080p video at 30fps and 60fps. They also both support super slow motion video, but the Nord CE 5G offers 1080p at 120fps and 720 at 240fps, while the Nord has 1080p at 240fps.
The Nord CE 5G’s front camera is also only capable of 1080p video, while the Nord offers 4K video from its front camera.
Conclusion
The OnePlus Nord CE 5G and Nord offer similar designs, but the Nord CE 5G has a 3.5mm headphone jack and a plastic body, while the Nord has an alert slider and a glass rear. The Nord CE is also slimmer and lighter.
Both have very similar displays and they both offer similar hardware loadouts, though the Nord has a more powerful processor on board and an extra camera on the front and rear, while the Nord CE 5G has a larger battery capacity.
Overall, the two handsets are pretty much on par, with both tipping the scales in their own areas. The Nord CE 5G is fractionally cheaper than the Nord, but there isn’t a huge amount in it so the decision will likely come down to which features you are more bothered about.
The agency has picked two new robotic missions to explore the hot hell-world of Venus, Earth’s neighbor and the second planet from the Sun, administrator Bill Nelson announced on Wednesday. The two missions, DAVINCI+ and VERITAS, were among four competing proposals under the latest round of NASA’s Discovery Program, which manages smaller planetary exploration missions with a slim budget of roughly $500 million each.
“These two sister missions both aim to understand how Venus became an inferno-like world capable of melting lead at the surface,” Nelson said during his first “State of NASA” address at the agency’s headquarters in Washington, DC on Wednesday. “They will offer the entire science community a chance to investigate a planet we haven’t been to in more than 30 years.”
DAVINCI+, slated to launch around 2029, will mark the first US-led mission into the atmosphere of Venus since 1978, when NASA’s second Pioneer mission plunged into Venusian clouds for scientific study. The spacecraft will fly by Venus twice to snap close-up photos of the planet’s surface before tossing a robotic probe into its thick atmosphere to measure its gasses and other elements.
Interest in Venus spiked last year during NASA’s review of the four missions, when a separate international team of researchers published findings that the noxious gas, phosphine, was possibly floating in the clouds of Venus — an intriguing theory that hinted at the first signs of off-world life, as phosphine is known to be made primarily by living organisms. But other researchers disputed the team’s findings, leaving the phosphine theory open-ended. DAVINCI+’s plunge through Venus’ atmosphere could decisively settle that mystery.
When the research was published, NASA’s previous administrator, Jim Bridenstine, said “it’s time to prioritize Venus.” NASA’s science associate administrator, Thomas Zurbuchen, tells The Verge that although the two probes could help confirm the phosphine research, they were picked for their scientific value, proposed timeline, and other factors independent of the phosphine findings.
The second mission, VERITAS, is a probe slated to launch around 2028, just before DAVINCI+. It’ll orbit Venus and map its surface much like NASA’s Magellan probe did for four years beginning in 1990, but with a much sharper focus that will give scientists a better picture of the planet’s geological history. It’ll use a synthetic aperture radar and track surface elevations to “create 3D reconstructions of topography and confirm whether processes such as plate tectonics and volcanism are still active on Venus,” NASA said in a statement.
Another camera on VERITAS will be sensitive to a wavelength that could spot signs of water vapor in Venus’ atmosphere, which, if detected, could hint that active volcanoes had been degassing on the planet’s surface sometime long ago.
Taken together, the two missions make clear that NASA is finally going all in on Venus, a spicy-hot planet long sidelined by other, more scientifically popular planets like Mars. The two Discovery-class missions that competed with DAVINCI+ and VERITAS were TRIDENT, which would’ve studied Neptune’s icy moon Triton, and the Io Volcano Observer (IVO), which would’ve studied the tidal forces on Jupiter’s moon Io.
The twin missions to Venus aim to confront the possibility that the planet was once habitable. “Venus is closer to the Sun, it’s a hot house now, but once upon a time it might’ve been different,” NASA’s Discovery program head Thomas Wagner tells The Verge. Studying the planet’s atmosphere up close could give scientists clues on how it evolved over time to allow Venus to become the hell world it is today, with surface temperatures of around 900 degrees Fahrenheit.
The missions could also help scientists learn how to look at exoplanets, distant planets in other solar systems. Though hot and unlivable, Venus sits in the Goldilocks zone of our solar system, a term scientists use to characterize the position of exoplanets whose distances from the Sun sit in just the right spot to foster life. Venus, Wagner says, could be a model, right next to Earth, to help us understand exoplanets farther away. The planet’s distance from our Sun also raises equally intriguing questions about why Venus turned into the hell-world it is today.
“Since Venus is in the goldilocks zone, we want to know what the heck went on on Venus,” Wagner says.
(Pocket-lint) – When ZTE told us the Axon 30 Ultra 5G was en route for review, we got that fuzzy feeling inside. That’s because the older Axon 20 5G was the first device we’d ever seen with an under-display selfie camera – so surely the Axon 30 Ultra would take this technology to the next level?
Um, nope. Instead the Axon 30 Ultra instead has a more traditional punch-hole selfie camera front and centre, so that fuzzy feeling quickly dissipated. Without such a ‘magic camera’ on board what then is the appeal of this flagship?
The Axon 30 Ultra is all about power and affordability. It crams a top-tier Qualcomm Snapdragon 888 processor into a slender body with a 6.67-inch AMOLED display that can push its refresh rate to a class-leading 144Hz. All for just £649 in the UK and $749 in the USA. So is that as exceptional value as it sounds or are there hidden compromises?
Having moved out of the gigantic Xiaomi Mi 11 Ultra, the ZTE’s more slender frame and trim 20:9 aspect ratio felt like a revelation by comparison. It’s not that the Axon 30 Ultra is small, per se, but it’s a well balanced scale.
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The model we have in review is apparently black – that’s what the box says anyway – but the phone’s rear has a much softer metallic appearance about it, with some degree of blue to its colour balance. Really we’d call it a metallic grey. It looks pleasant, while fingerprint smears aren’t a massive problem thanks to the soft-touch material.
The camera unit on the rear is a fairly chunky protrusion, but that’s because there’s a 5x zoom periscope housed within that frame. It’s a relatively elegant block of cameras, though, and even with the phone flat against a desk it doesn’t rock about unwantedly.
The screen is the big selling point though. It’s a 6.67-inch AMOLED panel, the kind we’ve seen in the Redmi Note 10 Pro, for example, except the ZTE goes all-out when it comes to refresh rate by offering up to 144Hz. You can pick from 60Hz/90Hz/120Hz too, with the option to display the refresh rate in the upper left corner.
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Having a faster refresh rate means smoother visuals, especially when it comes to moving content. You’re more likely to notice it when scrolling through emails than much else, though, so we’ve found our preference for balancing rate to battery life has meant settling on 90Hz. A more dynamic software approach would be better, or the option to designate specific apps to function at specific frame rates – especially games.
Are you really going to tell the difference between 144Hz and 120Hz? No. But the simple fact the Axon 30 Ultra can do this is to show its worth; to show that it’s got more power credentials than many less adept phones at this price point.
Otherwise the screen hits all the right notes. It’s got ample resolution. Colours pop. Blacks are rich thanks to the AMOLED technology. It’s slightly curved to the edges too, but only subtly to help hide away the edge bezel from direct view – and we haven’t found this to adversely affect use due to accidental touches and such like.
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There’s also an under-display fingerprint scanner tucked beneath the screen’s surface, which we’ve found to be suitably responsive for sign-ins. Or you can sign-up to face unlock instead to make things even easier.
Having that scanner in such a position, rather than over the power button, leaves the Axon 30 Ultra’s edges to be rather neat. Other than the on/off and volume up/down rocker to the one side, and USB-C port, single speaker and SIM tray to the bottom edge, there’s nothing to disrupt the phone’s form. That keeps it looking neat and tidy. It also means no 3.5mm headphone jack, but that’s hardly a surprise.
Performance & Battery
Processor: Qualcomm Snapdragon 888, 8GB/12GB RAM
Storage: 128GB/256GB/1TB, no microSD card slot
Battery: 4600mAh, 66W fast-charging
Software: ZTE MyOS 11 (Android 11)
Elegant looks complement an elegant operation, too, largely down to the power that’s available on tap. With Qualcomm’s Snapdragon 888 processor on board, couple with 8GB RAM, there’s little else more powerful that you can buy. Indeed, the Axon 30 Ultra is knocking on the door of gaming phone territory given that 144Hz refresh rate screen.
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Navigating around the interface is super smooth and speedy, apps open quickly, and there’s no downturn in performance if you happen to open a whole bunch. Games are a breeze, too, as you’d expect from this kind of hardware – although we’d like a game centre to prevent over-screen notifications and such like.
But it’s not perfectly smooth sailing on account of ZTE’s own software, which here is MyOS 11 over the top of Google’s Android 11 operating system. It’s a common problem among Chinese makers, so we probably sound like a broken record, but there are definitely issues with notifications. WhatsApp might take a couple of hours to notify you of a message, for example, but there’s never a fixed period of time – and other times it’s immediate. The mail app Outlook rarely to never notified of new mails in the inbox either.
A lot of this is down to software management. Because there’s rather a lot of it in MyOS. Under battery settings is an ‘Apps AI-control’, which is said to intelligently manage apps to save power. Except, as we’ve highlighted above, this can stifle some apps inappropriately. It can be turned off for manual control, where individual apps can have their auto-start and background running characteristics specified.
All of this is an attempt to aid the overall battery life. Because, as you can imagine, cranking out gaming sessions using the 144Hz and top-end engine from Qualcomm’s SD888 definitely eats away at the supply pretty rapidly. The 4,600mAh cell on board isn’t as capacious as some competitors we’ve seen and that, as a result, can see a heavy use day only just about scrape through a 15 hours day. It’ll manage, but only just.
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Another oddity we’ve experienced with the Axon 30 Ultra is Wi-Fi connectivity seems to be a little up and down. With less strong signal our Zwift Companion app was very choppy in its updating of data – something that hasn’t been an issue with other phones we’ve compared in the same environment. We suspect that’s because the ‘a/b/g/n/ac/6e’ designation is catering for higher frequencies (‘ac’ is 5GHz only, for example, whereas ‘ax’ caters for both 2.6GHz and 5GHz, while the newly adopted ‘6e’, i.e. 6GHz, isn’t widely supported yet).
On the rear the Axon 30 Ultra houses an apparent four lenses: a 64-megapixel main; a 0.5x ultra-wide (also 64MP); a 5x periscope zoom lens (just 8MP); and what we would call a ‘portrait lens’ with 2x zoom (also 64MP).
It’s a bit of a mish-mash when it comes to results though. The main camera, at its best, is really great. It snaps into focus quickly, reveals heaps of detail – as you can see from the main flower shot below – but isn’t the most subtle when you look in detail, as images are over-sharpened.
The ability to zoom in the camera app is actioned on a slider to the side, but you don’t really ever know which lens you’re using – until there’s a clear ‘jump’ between one visualisation and the next, because, for example, the 5x periscope zoom is far poorer in its delivery. It’s only 8-megapixels, for starters, so there’s not nearly the same clarity revealed in its images. Plus the colour balance looks far out of sync with the main lens. Really this periscope is overoptimistic.
The 2x portrait zoom lens we also can’t really work out. Sometimes zoom shots are great, sometimes they’re quite the opposite – all mushy and, again, over-sharpened. It seems to depend which sensor/lens the camera is using at that particular moment – because the image of a horse in a field that we captured (within gallery above) looks fine, whereas the sheep in a field (shown in our wide-to-main-to-zoom-to-periscope gallery, below) is miles off the mark.
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: Ultra-wide lensUltra-wide lens
There’s potential here overall. The specifications read rather well, but somehow the Axon 30 Ultra gets away from itself a little. It needs to rein in the offering really, simplify things, and deliver a more detailed app that explains specifically what kit you’re shooting with. That said, the main lens will please plenty, while close-up macro work – with the artificial intelligence ‘AI’ activated – snaps into focus really well.
Verdict
To answer our opening question: what compromises do you have to accept if looking to buy the ZTE Axon 30 Ultra 5G? Relatively few at this price point. There are some irks, though, such as the software causing notification problems (by which we mean absences), the battery being a little stretched, and the cameras get away from their potential somewhat – despite the main lens being perfectly decent.
Otherwise ZTE has crammed one heck of a lot into the Axon 30 Ultra. Its screen is commendable and having that headline-grabbing 144Hz refresh rate is sure to bring attention. The subtlety of the design is elegant, too, delivering a well-balanced scale that’s comfortable to hold and fairly fingerprint-resistant on the rear. And there’s bundles of power from the top-end Qualcomm Snapdragon 888 platform, ensuring apps and games run a treat.
There might be less ‘wow factor’ than if there was an under-display front-facing camera to captivate prospective customers (like there was in the Axon 20), but given the Axon 30 Ultra 5G’s price point undercuts the big-dog Samsung, that’ll be enough of a lure to many.
Also consider
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Samsung Galaxy S20 FE
The ‘Fan Edition’ Galaxy might be a year older than the ZTE, but it’s a similar price, has more stable software in our experience – and that makes all the difference to everyday use.
Panasonic has announced not one but two follow-up cameras to the Lumix GH5, a camera that’s been popular with videographers since it launched in 2017. There’s the GH6, which Panasonic says features a brand-new sensor and will launch by the end of the year for $2,500, and the GH5 Mark II, which is going up for preorder today, with a body-only package coming in at $1,700.
The GH6 will feature a new image engine along with the sensor and will have the capability to record 10-bit 4K at 120fps and 10-bit 5.7K at 60fps. The camera also promises DCI 4K60 at 4:2:2 without a recording time limit. The GH6 is currently in development, so Panasonic didn’t provide many more details, but it did say that the camera would feature a Micro Four Thirds sensor. The impressive video capabilities might sound familiar, as they’re very similar to the full-frame Sony A7S III (which also has a much heftier price tag).
While the details on the GH6 were light, we got a very good look at the GH5 Mark II. It’s, as the name implies, an improved version of the GH5, and Panasonic’s idea for it seems to be that it’s built to serve people who aren’t looking to spend $2,500 on a GH6 but want something more capable than a G7 or older GH4. When the GH5 originally launched it was $2,000, so it seems like Panasonic is trying to split the difference with the Mark II and GH6, offering cameras on both sides.
The GH5 Mark II has the same body as the GH5 (making it compatible with any previous accessories or cages), but it packs internals that make it an even more powerful video camera. While the original did support 4K recording at 60 frames a second, it was only 8-bit — the Mark II supports it at 10-bit 4:2:0, which can simultaneously be recorded internally and externally (with some HDMI recorders supporting 4:2:2). The cinema 4K mode, which provides a wider-than-16:9 aspect ratio, also now supports 30p and 25p, where the GH5 only supported 24p.
The color profiles have also gotten a revamp in the Mark II, with the camera including Cinelike D2 and V2 profiles. It also now includes the V-Log L profile for free, which was previously a $100 upgrade to the GH5. In addition to the improved color, the sensor (which is the same as the one found in the GH5) has also gotten an anti-reflective coating to avoid unwanted lens flares, and Panasonic claims it has 25 percent wider dynamic range.
The GH5 Mark II’s in-body stabilization is getting a bump in performance, too: the original could provide five stops of compensation, according to Panasonic, while the Mark II will be able to compensate up to 6.5 stops (though for longer lenses, achieving this number will require the lens to also have optical stabilization).
Panasonic is also saying that the autofocus system will be improved — a good sign, given the GH5’s lackluster performance in the area. The GH5 Mark II will feature head and body detection, as well as support for tracking animals, in addition to the eye and face detection found on the previous camera. The tracking will also be twice as fast, with the system looking for objects 60 times a second, while the GH5 tracks at 30 times a second. Panasonic also says that the system should lock on to subjects better and will have better support for tracking people who are farther in the distance.
The Mark II also has some creature comfort improvements and really nerdy additions. The rear LCD is both higher-resolution and brighter, and the USB-C port is now compatible with the Power Delivery standard so it can run the camera and trickle-charge the batteries at the same time. It also takes higher-capacity batteries, though the older batteries the GH5 used will still work in the camera, and vice versa. There’s also now the option to add a red border around the screen when recording, and the ability to have two levels of zebra patterns to help determine exposure.
When shooting with supported lenses, creators will now be able to change the focus ring mode, setting it to be linear if that’s what they prefer, and even setting a specific focus throw if their use case calls for it. Panasonic has also updated its in-camera anamorphic de-squeezing feature (which allows people shooting with the special lenses to get a non-distorted preview of their picture) to include more lenses: the GH5 supported lenses with 1.33x and 2x aspect ratios, while the Mark II also supports lenses at 1.3x, 1.5x, and 1.8x. There’s also now support for image stabilization with anamorphic lenses.
The GH5 Mark II can, of course, also shoot pictures, but it seems like Panasonic knows its audience is mostly made up of video people: new photo features were largely absent, apart from a brief mention of improved color science and some new profiles. But while Panasonic doesn’t seem to be putting in a lot of work to entice photo shooters to its platform, it does seem to be trying to make the GH5 Mark II appealing to a different breed of video creators: the livestreamers.
The GH5 Mark II’s presentation for journalists focused heavily on its livestreaming capabilities: it can stream to platforms like YouTube, Facebook, and Twitch directly over Wi-Fi, with compression being done on-camera. The streaming compression can be done at various levels and resolutions, depending on the requirements of the platform. Streamers can either input their streaming URLs and keys manually, for platforms like Twitch that support RTMP (or RTMPS), or they can directly sign on to Facebook or YouTube if they’re using the Lumix Sync smartphone app to set up the stream. Panasonic says that the ability to hardwire to a phone or even directly to a LAN via USB will be coming in a future firmware update.
I was shown a live demo of the streaming, which was conducted over YouTube, and to my eye it looked about as good as a stream can be expected to. Panasonic also said that the XLR microphone adapter built for the camera would work while streaming, and that an HDMI recorder could be used to capture a full-quality recording of any stream (though internally recording stream footage isn’t possible).
It’s hard to find a direct competitor to the GH5 Mark II, especially in its price range: Fujifilm’s X-T4 is no slouch when it comes to video, but it doesn’t have the heaps of options the Panasonic does (for example, you probably won’t get a custom menu for your most-used frame rates and resolutions, or filters to help pare down that information in the main menu like the GH5 Mark II has). The story is similar with Sony’s A7C, and the A7S III has similar specs but costs almost twice the price. And while BlackMagic’s Pocket Cinema Camera 4K has comparable video power as well as RAW video support, there are some places it falls way short when compared to the GH5 Mark II: the lack of a flip-out screen and autofocus spring to mind.
Panasonic has also announced that its G9 and GH5S cameras would also be getting firmware updates, bringing some of the new features from the GH5 Mark II. Both cameras will be getting the autofocus performance improvements, along with the frame indicators and markers, as well as support for vertical video detection. The GH5S will additionally be getting 12-bit raw over HDMI support when outputting to an Atomos Ninja V.
Panasonic also announced that it was working on a new lens, the Leica DG 25-50mm f/1.7. The aperture is constant throughout the 50-100mm full-frame equivalent focal range, and while there weren’t any additional details announced, Panasonic has emphasized it as a companion to the existing 10-25mm f/1.7. That lens features dust and moisture resistance and produces some lovely images, so it’s exciting to hear that the more tele-oriented version in the works will likely be similar in terms of build.
Panasonic is still, for better and worse, dedicated to Micro Four Thirds. In its presentation to journalists, it said that the format was necessary to get all the features and readout speeds it wanted at the price point it was looking to hit. It’s obviously invested a lot into these cameras, with the addition of livestreaming and the upcoming GH6’s monster specs, but the limitations of the format are something aspiring cinematographers will have to keep in mind when choosing their next video camera.
(Pocket-lint) – Gaming phones have become something of a fixture in the Android space; while many flagship devices push their gaming prowess, for a select few, gaming is their raison d’être, their everything.
The ROG Phone is one such device, pushing Asus’ Republic of Gamers brand and weaving into that the experience Asus has gained from its regular phones. And in the fourth-generation of this phone Asus is more ambitious than ever.
Here’s why the Asus ROG Phone 5 is not only a great gaming phone, it’s a great phone outside of that too.
Design & Build
Dimensions: 173 x 77 x 9.9mm / Weight: 239g
Under-display optical fingerprint scanner
3.5mm headphone jack
ROG Vision rear display
Gaming phones often show their colours when it comes to the design. Aside from being large – which the ROG Phone 5 definitely is – you’ll often find more overt graphics and emotive finishes rather than just being a safe black or grey.
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The ROG Phone 5 doesn’t go to an extreme though: from the front it just looks like a normal phone. Flip it over and you’re treated to subtle design touches etched into the rear glass, which also gives some indicator of where the touch points are for the AirTriggers (which Asus describes as “ultrasonic sensor zones that can be customised to perform different functions, such as reproducing actions in specific games and launching specific apps”. We touch upon these in more detail in the last section of this review).
The thing that gives the game away is the ROG Vision display on the rear of the phone. There are two different versions of the display, with a dot display on the regular ROG Phone models and a slightly smaller but more sophisticated display panel on the Pro and Ultimate models – the Pro is shown in this review.
ROG Phone 5 comes in regular, Pro and Ultimate editions
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That blows the subtlety out of the water, allowing you to have RBG illumination on the back of the phone – with the Pro and Ultimate models offering a wider range of graphics and animations – all of which can be controlled through the Armoury Crate app on the phone, just like Asus PC components.
That control includes turning the Vision display off if you don’t want it – but you’ll soon forget it’s there until people mention it. It’s on the back of the phone and it’s rare to be looking at the back of the phone when you’re doing something, so let’s not dwell on it.
There are a couple of other quirks around the body: The USB-C on the base of the phone is offset to one side rather than central (and we don’t know exactly why), while there’s a secondary USB-C on the side of the phone. This secondary USB sits alongside the contact point to power the AeroActive Cooler 5 – the clip-on fan – and both have a rubber seal that presses into the side to keep out dust.
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This cover is probably the worst piece of design implementation on the ROG Phone 5. The fact that there are a couple of spares in the box tell you everything you need to know: you’re going to lose this cover, because it’s a separate piece of rubber.
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We’ve found it flapping off when pulling the phone from a pocket, and just when handling the device. We’re constantly pushing it back into place and a couple of times we’ve found it missing and then located it in the bottom of a pocket.
An out of box experience all phones can learn from
One of the great things about gaming phones is what you get for your money. There are a whole range of phones on offer and none are really expensive compared to flagships from brands like Samsung and Apple. The ROG Phone 5 starts at £799 in the UK – and that’s for a 12GB RAM model with 256GB storage, not the bottom of the range loadout.
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But it’s not just about the core device, it’s about the rest of the experience. Lavishly packaged, opening the ROG Phone 5 is an event. From the cool comic book graphics of inside of the box, that flow through into the startup process for the phone, there’s a sense of theatre. It’s a reward for your custom and it’s so much better than just sliding a phone out of a box.
You also get more in the box: the 65W charger that will deliver a fast charge; the case that brings some grip to what is, admittedly, a slippery phone given its massive size; and the clip-on AeroActive Cooler 5 fan, which integrates a kickstand, two physical buttons, and another RGB logo.
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Some might baulk at this as more landfill, but some companies will make you pay for the charger – and here you’re getting a powerful charger you can use with your other devices too.
Display
6.78-inch AMOLED panel
Up to 144Hz refresh rate
2448 x 1080 resolution
There’s a 6.78-inch display in the ROG Phone 5. It’s big by any standard, with Asus hanging onto the bezels top and bottom. The top bezel integrates the front-facing camera, so there’s no need for a notch or punch-hole.
It’s also a flat display, all practical design decisions made to give you the best gaming experience, ensuring that you get as much visual space as possible. Given how problematic we found the Xiaomi Mi 11 Ultra’s display, we’re just fine with the ROG Phone 5 going flat.
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The ROG Phone 5 models all stick to a Full HD resolution and while devices like the Samsung Galaxy S21 Ultra can technically produce finer detail, generally speaking that makes little difference. We can’t fault the ROG Phone’s display for detail.
It also offers refresh rates up to 144Hz (if you have any games that support that, there’s a full list on the ROG website), with options to select 60 or 120Hz – or Auto, which will pick the refresh rate based on the content.
HDR 10+ is supported to bring pop to the visuals for high dynamic range content, while that AMOLED panel provides rich colour visuals, with the option to tune that to your preferences.
It’s a great display and about the only thing that separates it from the best displays on the market is the peak brightness. It offers 800 nits, which is still bright enough for most, but Samsung’s top-end offerings will outshine this model – most notable when outside in sunny conditions.
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Flanking the display top and bottom are dual stereo speakers, while there’s also a 3.5mm headphone socket for those wanting to go wired. The speaker performance is stellar, amongst the best you’ll find on a smartphone. It’s rich and immersive, with substantial bass and volume that means you don’t need headphones to get the most from your content.
Hardware & Performance
Qualcomm Snapdragon 888 platform
8GB-18GB RAM, 128GB-512GB storage
6000mAh battery, dual USB-C 65W wired charging
The fact the ROG Phone 5 houses Qualcomm’s Snapdragon 888 platform makes it especially good value for money – as you’re getting the latest flagship hardware that will embarrass some other phones.
Of course it comes in at different price points, with RAM and storage leveraging the price, although not all models will be available in all regions. We actually tested the 16GB/512GB model (the ROG Phone 5 Pro – a model that isn’t planned for the UK; although there’s a 16GB/512GB version of the standard ROG Phone 5, the only difference being the type of display you get on the back of the phone).
The performance is also exemplary. There are a number of elements to this. It’s got that great hardware and, as a result, we’ve found the gaming performance to be outstanding.
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This is a phone that eats hours of Call of Duty Mobile or PUBG Mobile, giving solid gameplay, combined with those design elements and some software enhancements that feel like they give you edge, or at least give you the opportunity to establish new preferences thanks to the bespoke gaming options offered.
We also didn’t find the ROG Phone 5 to get excessively hot under load, despite the option of the clip-on fan.
But the important point about performance is that the ROG Phone 5 also runs fast and smooth outside of gaming. We’ve seen gaming phones that drop the ball when it comes to simple tasks, because of poor software. The ROG Phone 5 is stable, which makes for a great experience.
There’s a huge 6000mAh battery, which is fitting for a phone of this size, again with Asus splitting the battery and enabling 65W wired charging. That makes for really fast charging, with the option to bypass charging – and just have the power used for the system rather than recharging the battery.
Again, this is an option for gamers, so you’re not charging (which produces heat) and loading the system (which produces heat) and could potentially lead to a drop in performance.
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A big battery means big battery life. In regular use the ROG Phone 5 will easily see you through the day and into the next. It’s not a charge every night type of phone. Even with a couple of hours of gaming thrown in – at top brightness and max settings – battery life isn’t a worry. That’s a great position not just for a gaming phone, but any smartphone.
There are power modes available, with X Mode firing up full power to let things rip, and a Dynamic Mode to keep things balanced. You can customise the power modes to suit your preferences with things like network, display, performance, and other controls all selectable.
There’s an under-display fingerprint scanner that’s fast to unlock, while calls comes through loud and clear too – with no detected problems with Wi-Fi or 5G connectivity.
The camera on any gaming phone is often something of an afterthought. The focus is on the experience of gaming – so the camera is seen as less of a focus. Despite that, Asus is pushing the ROG Phone 5 as having a triple camera system.
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The main camera is a 64-megapixel sensor, using pixel combining to produce a 16-megapixel image as standard. You can shoot in full resolution, but you have to dig into the menu to find that option, which no one is ever going to do.
There’s an ultra-wide lens, giving the equivalent of 0.6x, although the quality isn’t great, with visible blurring around the edges if there’s any detail there – but fine for open shots of expansive landscapes.
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1.0X MAIN CAMERA
The final camera is a macro camera, which we’re generally non-plussed about. As on other devices, macro cameras seem to be thrown in to make up the numbers – and that’s what it feels like here too.
So back the main camera and the performance is reasonable, producing naturally balanced pictures, although perhaps not getting the most out of scenes and not showing as much pop as other cameras we’ve seen can offer.
Low-light shooting offers that slow exposure so you can watch the image get lighter, which we like – and it will take those shots automatically in low light, which means people will actually use it.
There’s a portrait mode for blurring the background that works well enough, although it seems to soften the background with over-exposure which makes results look a little clumsy.
Portrait works on the front and back cameras and we generally prefer the results without portrait mode – and you can’t adjust the levels of blur after the fact, so it’s worth taking a few photos and figuring out what gives you pleasing results so you can change the settings before you take the picture. The selfie camera is generally good, although images quickly get softer in lower light conditions and aren’t good when it gets dark.
There’s no optical zoom on offer here, although you can pinch-to-zoom from the main camera out to 8x. It’s not an especially elegant system and the results are typical of digital zoom, with quality dropping as you increase the “magnification”.
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One of the reasons for the high-resolution sensor – apart from for the benefit of the spec sheet – is to allow 8K video capture, on top of the 4K 60fps option.
The important thing about the camera is that it gets the job done: while other phones will sell themselves on camera features above all else, that’s not really the ethos behind the ROG Phone 5. This phone is all about the power and the gaming experience. So, yes, there are more engaging cameras elsewhere, but at the same time, this Asus will give you perfectly good results in most situations.
Software and custom gaming options
Android 11
Armoury Crate
Custom gaming controls
As we’ve said previously, the software on the ROG Phone 5 runs smooth and fast. We’ve experienced no problems with the tweaks and changes that Asus has made over Google’s Android operating system, and it’s easy to swing in with Google versions of apps rather than supplied alternatives.
It’s running Android 11 too, so the latest version of Google’s OS – although Asus doesn’t quite have the update record that a company like Samsung now offers, so there’s no telling how long it would be before it moves to Android 12 once that’s released later down the line.
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What’s more relevant here is the gaming software and the options that controls. We’ve mentioned Armoury Crate, which will let you control things like the ROG Vision display on the back of the phone, and act as a launch pad for your games.
Within each game you can see how long you’ve spent playing that game, but more usefully you have a record of profiles for that game. You can, for example, restrict background CPU usage when playing a particular game, change the touch performance, turn off background network syncing – all designed to ensure you have the optimal gaming experience.
That you can customise this to each game is great. For something like a shooter where connection and touch matters more, you might want to restrict everything else. For something casual like Pokemon Go, you might be happy to have everything else on your phone happening. It’s freedom to choose, rather than one gaming mode fits all.
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Within games you have access to the Game Genie dashboard too, allowing you to perform essential things, like tweak the brightness, turn off alerts or calls, speed up your phone – and block navigation gestures so you don’t accidentally exit the game.
There’s the option to have stats always showing – CPU and GPU usage, battery, temperature, fps – and you can drag these to anywhere on the screen so they are out of the way.
But it’s the AirTriggers that are the biggest differentiator from other phones, giving you a range of touch zones around the body of the phone that you can customise. That also includes two physical buttons on the AeroActive Cooler accessory too – which might convince some people to use it, as those buttons feel more positive than the touch areas of the phone’s casing.
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The Cooler buttons are great for things like dropshotting in shooters, because you can hit the deck while still firing, and get back to your feet, all without having to touch anything on the screen – which is a real advantage during games.
There are two ultrasonic buttons on the top of the phone, like shoulder buttons, with haptic feedback. These can offer a full range of programmable options – taps, swipes, slides – and they can be divided into two buttons each side, or you can programme and assign a macro to that button for a sequence you might use in a game.
Then there’s motion support, which you can assign to controls in the game – like forward tilt to reload, or whatever you like.
There’s also (on the Pro and Ultimate models only) rear touch zones you can use for slide input for your fingers on the rear of the phone.
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The challenge is how you incorporate all these tools to make things easier for you during games – although setting them up is easy enough and each setup is unique to each game.
Even if you just find one thing that’s useful, then you’re a step ahead. That might be using an additional AirTrigger for an on-screen control you find hard to hit – or that you can then remove from the display so you have less UI in the way of the game.
Verdict
The thing that really hits home about the Asus ROG Phone 5 is that it’s not just a great gaming phone: it’s a great phone full stop.
Yes, you can’t avoid the fact that the majority of phones are now based around the camera experience – and that’s one area that the ROG Phone 5 doesn’t really go to town on. But with huge battery and display, this is a great media phone in addition to a gaming delight.
For keen gamers, there’s a market of phone choices out there – and the ROG Phone 5 should definitely be high up your shortlist. For everyone else, if you can accept that this Asus is designed for gamers first, it’s still an awful lot of phone for the money.
Also consider
Pocket-lint
Nubia Red Magic 6
This gaming phone attempts to steal the show with a 165Hz display. Despite being a powerful device that’s good value for money, it does oversell the cameras and also brings with it some software quirks you’ll need to work around.
(Pocket-lint) – We’ve compared the three iPhone 11 devices against each other elsewhere, as well as the iPhone 11 and the iPhone XR in separate features, but here we are looking at how the iPhone 11 Pro and iPhone 11 Pro Max compare to the iPhone XS and iPhone XS Max to help you work out what the differences are.
Keep in mind that the iPhone 11 series has been succeeded by the iPhone 12 series, and if you want to know how the iPhone 11 and iPhone 12 compare, then we have a separate feature for that too.
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Design
iPhone XS: 143.6 x 70.9 x 7.7mm, 177g
iPhone XS Max: 157.5 x 77.4 x 7.7mm, 208g
iPhone 11 Pro: 144 x 71.4 x 8.1mm, 188g
iPhone 11 Pro Max: 158 x 77.8 x 8.1mm, 226g
The Apple iPhone 11 Pro and 11 Pro Max share several similarities in design compared to the iPhone XS and XS Max. They all have stainless steel frames, glass rears and a large notch at the top of their displays, though their colours differ and the iPhone 11 Pro models have a matte glass rear rather than glossy, which is beautiful in the flesh.
Naturally, the iPhone 11 Pro Max and iPhone XS Max are larger than the iPhone 11 Pro and iPhone XS but there isn’t much difference between the models with the XS and 11 Pro similar, and the XS Max and 11 Pro Max measuring around the same too. The Pro models are a little heavier than the XS models though and the matte finish does make the Pro Max appear smaller than the XS Max did but it is of course just an illusion.
Where the main differences can be seen is the rear of the devices. The iPhone XS and XS Max both have a dual rear camera situated in the top left of the device, while the iPhone 11 Pro and iPhone 11 Pro Max have a somewhat polarising square camera housing sporting three camera lenses, also in the top left, like the iPhone 12 series also does.
Apple iPhone 11 Pro Max review
Display
iPhone XS: 5.8-inch, HDR, True Tone, 3D Touch, 625nits
The Apple iPhone XS and iPhone 11 Pro both come with a 5.8-inch Super Retina OLED display that has a 2436 x 1125 pixel resolution, delivering a pixel density 458ppi. The iPhone XS Max and iPhone 11 Pro Max meanwhile, have a 6.5-inch Super Retina OLED display with a 2688 x 1242 pixel resolution, also delivering a pixel density of 458ppi.
The technology changes for the Pro models though, despite them offering the same size and resolution. The screens are much more efficient, offering big battery life improvements and they are brighter too, delivering between 800nits and 1200nits of brightness compared to the XS models that offer 625nits maximum brightness, which is apparent when placed side-by-side.
The Pro models also opt for Haptic Touch like the iPhone XR, rather than 3D Touch like the XS models. All four models have mobile HDR compatibility, coupled with Apple’s True Tone technology and a P3 wide colour gamut however.
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Cameras
iPhone XS/XS Max: Dual rear (12MP wide-angle+12MP telephoto), 7MP front
iPhone 11 Pro/11 Pro Max: Triple rear (12MP wide-angle+12MP ultra-wide+12MP telephoto), 12MP front
The Apple iPhone XS and XS Max both offer dual rear cameras, comprised of two 12-megapixel sensors, one wide-angle and one telephoto. The wide-angle lens has an aperture of f/1.8, while the telephoto lens has an aperture of f/2.4. The two devices have 2x optical zoom and digital zoom up to 10x.
The Apple iPhone 11 Pro and 11 Pro Max both have a triple rear camera, made up of a 12-megapixel ultra-wide angle sensor with an aperture of f/2.4, a 12-megapixel wide-angle sensor with an aperture of f/1.8 and a 12-megapixel telephoto sensor with an aperture of f/2.0. The Pro models have dual optical image stabilisation, 2x optical zoom in, 2x optical zoom out and digital zoom up 10x.
On the front, the iPhone XS models have a 7-megapixel TrueDepth camera, allowing for Face ID, and offering 1080p video recording at 30fps and 60fps. The iPhone 11 Pro models bump the front camera resolution up to 12-megapixels and offer 4K video recording at 24fps, 30fps and 60fps and they also feature a slow-motion video mode for what Apple calls Slofies. It’s another gimmicky feature like Animoji and Memoji but they can be quite fun.
All four devices have Portrait Mode with advanced bokeh and Depth Control, Portrait Lighting and they all have Smart HDR. The Pro models have an extra Portrait Lighting effect though, as well as a brighter True Tone flash, Night Mode and Auto Adjustments.
It’s Night Mode that really sets the iPhone 11 Pro models aside from the XS models though – offering significant improvements in low light environments. The third ultra-wide angle lens is great too though, enabling you to get more in your shot.
Apple iPhone 11 Pro cameras explained: Why three and what does each do?
The Apple iPhone 11 Pro and 11 Pro Max have Apple’s A13 chip under their hoods, offering a power boost compared to the iPhone XS and XS Max that have the A12 chip. All four models originally came in 64GB, 256GB and 512GB storage options when they launched and none of the devices have microSD for storage expansion.
Apple doesn’t talk about specific RAM and battery capacities, but the iPhone 11 Pro models offer some great improvements on their predecessors in terms of battery. The iPhone 11 Pro is claimed to last up to four hours longer than the iPhone XS , while the iPhone 11 Pro Max will last up to five hours longer than the iPhone XS Max and we found those numbers to be pretty accurate in our experience.
Apple Pay is on board all four devices, as you would expect, and all offer dual-SIM capabilities with nano-SIM and eSIM. All four models are also 4G capable but none offer 5G capabilities, like the iPhone 12 models.
Both the iPhone 11 Pro models and the iPhone XS models offer wireless charging and support for fast charging. Only the iPhone 11 Pro models come with an 18W fast charger in the box though.
Price
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The Apple iPhone 11 Pro started at $999/£1049 when it first launched, while the iPhone Pro Max starts at $1099/£1149, which is similar to what the iPhone XS and XS Max started at when they launched in 2018.
The Apple iPhone XS and XS Max aren’t available through Apple anymore – and neither are the iPhone 11 Pro and 11 Pro Max (though the standard iPhone 11 is) – but you might find them cheaper elsewhere if you’re considering these models over the latest iPhone 12 models.
Apple iPhone 11 review
Conclusion
The Apple iPhone 11 Pro and 11 Pro Max look similar to the iPhone XS and XS Max, at least from the front, but they offer big camera and processor upgrades, material upgrades, display and battery improvements and they trade 3D Touch for Haptic Touch.
If you have an XS or XS Max, the upgrade to the respective 11 Pro model will offer several improvements, especially in terms of camera, design finish and battery capacities, but you’ll need to decide if these are enough to warrant the expense, and whether it might be worth stretching to buy the 12 Pro instead.
If you’re making a choice between the iPhone 11 Pro models or XS models, you’ll save some cash buying 2018’s models, but you’ll miss out on a couple of the features offered by the 2019 models – predominantly camera and battery. It just depends how important these features are to you and your wallet.
(Pocket-lint) – Samsung is expected to be working on the Galaxy S21 FE, which is due to be released in this summer. The device should succeed the Galaxy S20 FE and sit below the Galaxy S21 in terms of price, whilst offering many of the same features.
We’ve compared how the Galaxy S21 FE and the Galaxy S20 FE are expected to differ in a separate feature, but here we are focusing on how the Galaxy S21 FE could stack up against the Galaxy S21 and Galaxy S21+, based on the speculation so far.
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Design
S21 FE: 155.7 x 74.5 x 7.9mm
S21: 151.7 x 71.2 x 7.9mm, 172g
S21+:161.5 x 75.6 x 7.8mm, 202g
Based on the leaked renders, the Samsung Galaxy S21 FE will feature a similar design to the Galaxy S21 and S21+. It’s expected to sit in between the Galaxy S21 and S21+ in terms of size, and it is expected to feature a plastic back, like the S21 and S21+.
It looks like the Galaxy S21 FE’s camera housing on the rear will be the same colour as the chassis, while the Galaxy S21 and S21+ both have different colour camera housings – apart from in the black models.
The S21 FE is expected to have a flat display and a centralised punch hole camera like the S21 and S21+ and it is also expected to be IP68 water and dust resistant.
Display
S21 FE: 6.4-inch, Full HD+, 120Hz
S21: 6.2-inch, Full HD+, 48-120Hz
S21+: 6.7-inch, Full HD+, 48-120Hz
The Samsung Galaxy S21 FE is said to be coming with a 6.4-inch display. Rumours haven’t detailed specifics as yet, but it is likely the S21 FE will have a Full HD+ resolution and a Super AMOLED panel, like its predecessor.
The Galaxy S21 has a 6.2-inch display, while the Galaxy S21+ has a 6.7-inch display, which would mean the S21 FE will sit in the middle of the two devices if the rumours are accurate.
Both the S21 and S21+ have a Full HD+ resolution at 2400 x 1080 pixels, and they both have Super AMOLED panels. The two devices also have a variable refresh rate between 48-120Hz. It is not yet clear if the S21 FE will also offer this, but it is expected to have a 120Hz refresh rate, even if not variable.
S21: Qualcomm Snapdragon 888 or Exynos 2100, 8GB, 128/256GB, 4000mAh
S21+: Qualcomm Snapdragon 888 or Exynos 2100, 8GB, 128/256GB, 4800mAh
Rumours have yet to detail what processor will be running the Samsung Galaxy S21 FE, but it is likely to be the Qualcomm Snapdragon 888 or the Exynos 2100, depending on the region. This is the same as the Galaxy S21 and S21+.
It’s been claimed the S21 FE will come in 128GB and 256GB storage options, but so far, there is no word on whether microSD support will be included. The Galaxy S21 and S21+ both come in the same storage options as what is reported for the S21 FE, but neither have microSD support.
RAM and battery capacity haven’t been mentioned in leaks for the S21 FE yet. The Galaxy S21 and S21+ both come with 8GB of RAM and the S21 has a 4000mAh battery, while the S21+ has a 4800mAh battery. We’d expect the S21 FE to offer at least 6GB of RAM and likely a battery capacity somewhere between the S21 and S21+.
Cameras
S21 FE: Triple rear expected
S21: Triple rear (12MP + 12MP + 64MP), 10MP front camera
S21+: Triple rear (12MP + 12MP + 64MP), 10MP front camera
The Samsung Galaxy S21 FE is expected to have a triple rear camera and we’d expect the same main camera as the Galaxy S21 and S21+, though rumours are a little thin on the ground in terms of camera specifications at the moment.
The Samsung Galaxy S21 and S21+ both come with a triple rear camera made up of a 12-megapixel main sensor with 1.8µm pixel size, f/1.8 aperture and optical stabilisation (OIS), a 12-megapixel ultra-wide sensor with 1.4µm and f/2.2, and a 64-megapixel telephoto sensor with 0.8µm, f/2.0 and OIS.
There’s a 10-megapixel, 1.22µm, f/2.2 front camera on both the S21 and S21+. It wouldn’t be too surprising to see the S21 FE up the front camera resolution, but drop the resolution of the telephoto sensor, like the S20 FE did.
Price
It’s likely the Samsung Galaxy S21 FE will be cheaper than the Galaxy S21 and therefore the S21+. The Galaxy S20 FE starts at £599 in the UK for the 5G model and $699 in the US, so we would expect similar for the S21 FE.
The Samsung Galaxy S21 starts at £769 in the UK and $799 in the US, while the S21+ starts at £949 in the UK and $999 in the US.
Conclusion
Based on the rumours, it looks like the Samsung Galaxy S21 FE could be another great device like the S20 FE, hitting the sweet spot between price and features.
It is likely to offer a slightly downgraded camera system compared to the S21 and S21+, and it might not have a variable refresh rate, whilst also probably having a little less RAM.
It will no doubt be cheaper than the Galaxy S21 though, and with what looks like many of the same features at the moment, it’s certainly one to keep an eye on. You can read all the rumours in full in our separate S21 FE feature.
(Pocket-lint) – When the Xiaomi Mi 11 Ultra touched down at Pocket-lint HQ it made for a moment of genuine excitement. This flagship, which has more features than, well, any other handset we’ve seen in recent times, is one of those rare moments of a company trying to be different; to standout for the right reasons.
Not only does the Mi 11 Ultra have one of the boldest screens on the market, it has a second screen on its rear too. It’s one of those unusual double-screen devices – we’ve seen other different implementations before, from the Vivo NEX Dual Display to the Meizu Pro 7 and beyond – with the Xiaomi’s smaller touchscreen integrated into the camera unit to act as a notification and control centre. You can see why the tech nerd in us got all excited, right?
Except, having used the Mi 11 Ultra for two full weeks as our own device, it’s stood out for too many of the wrong reasons. The camera bump is huge, the second screen adds nothing of genuine use (and sometimes actively gets in the way), the screen’s touch-responsiveness is unacceptably bad, and the MIUI software continues to deliver irks that, at this high-end level, simply don’t add up to the ‘Ultra’ experience we were expecting.
Design
Dimensions: 164.3 x 74.6 x 8.4mm / Weight: 234g
IP68 dust- and water-resistant (1.5m for 30 mins)
Finish options: Cosmic White, Cosmic Black
Build: Ceramic back in aluminium frame
Under-display fingerprint scanner
Upon pulling the Mi 11 Ultra from its box, it was impossible to not continually stare at the rear camera unit. That protruding bump is huge – the biggest we can ever recall seeing on a phone. At least it’s wide enough that the device doesn’t rock around when laid flat (well, flat-ish) on a desk.
Pocket-lint
The build quality is second to none, though, especially standout if you’re seeking high-end details such as a ceramic rear, aluminium frame, water-protection, and curved screen edges. It’s every bit the flagship in such regards.
Odd, then, that the included transparent case does an assured job of undoing much of that high-end look. It’s an essential for protection, though, so we’ve had it wrapped around the phone’s body the majority of the time. But it’s just a budget translucent bit of plastic.
The reason it’s ultra-light plastic is likely to avoid adding too much additional weight to the Mi 11 Ultra’s already hefty frame. We thought the Poco X3 Pro, at 215g, was one chunky monkey. The Xiaomi tops that, at 234g. It’s not as though it’s going to hurt your wrist during use or anything, but it’s an undoubtedly heavy phone to be carting around and using day to day.
In addition to offering face unlock sign-in, the Mi 11 Ultra also has an under-display fingerprint scanner – which we’ve found generally ok, but occasionally to falter. We actually prefer the Mi 11 Lite 5G’s side-positioned one.
Pocket-lint
Thinking about it, we actually prefer the Lite model for its overall lightweight design and eye-catching colour finish. Which really isn’t the position this Ultra should be in – being somewhat usurped by the baby in the Mi 11 range.
Rear (within camera unit): 1.1-inch AMOLED, 126 x 294 resolution
The Mi 11 Ultra’s 6.81-inch AMOLED display has some truly flagship specifications. It’s got a WQHD+ resolution, for starters, which means more pixels are packed onto its surface than you’ll find in many competitors these days. There’s also a 120Hz refresh rate to up the smoothness, which is particularly noticeable when scrolling or in some faster moving games.
Pocket-lint
There are other headline features here, too, such as Dolby Vision for HDR (high dynamic range) playback and a peak 1700 nits brightness – meaning the maximum punch this screen can output is really, very bright. But you’re not likely to have it cranked up to the max much of the time and, actually, when it’s in lower-light conditions and the brightness falls it begins to crush black levels – a problem others, such as the Oppo Find X3, can also suffer. It’s subtle, but it’s there, and can affect those Netflix sessions.
The screen is also curved, which might look nice to the eyes, because it helps diminish the appearance of edge bezel, but in the case of the Mi 11 Ultra is an often fatal flaw. Why? Because the screen’s touch responsiveness is terrible. By this we don’t mean touch sampling rate, rather the simple fact that the software will often think the screen in being accidentally touched and ignore your input. Even really prominent input, such as when scrolling through pages, often stutters or ignores input.
There’s a software section to choose between the degree of accidental edge touch that’s permissible, or even custom adjust it, but whatever we’ve done it’s been an ongoing issue. Furthermore the screen seems to time-out – such as when watching an advert in a game, for example – and isn’t actively ready for input immediately afterwards. It can take two, three or more taps to get the device to re-engage. And that’s nothing to do with the standard 15/30/60-second auto-timeout. No, this is different. And it goes a good way in breaking the Mi 11 Ultra’s potential.
Accidental touch is something that also affects that rear display. So often we’ll have Spotify running and pick the phone up, only to accidentally skip back to the beginning of the current track. We get that having such controls available for a quick tap could be useful, but most of the time it’s just been a hindrance. And quite often the notifications, owed to poor servicing from the MIUI software, will say things like “checking for messages” from WhatsApp, for example, without delivering anything of actual use.
We’ve already said the tech nerd in us was excited about the prospect of this small second screen to the rear, as it seemed like a smart way of getting quick notifications that you could then pay further attention to. In reality, however, that’s what a full-size always-on display can do already – which the Mi 11 Ultra offers.
Plus, as we’ve come to learn when trying to watch shows in near black-out darkness, having this second screen means you don’t get to “hide” your phone from alerting you and lighting the room in one way or another – unless, of course, you turn the feature off entirely.
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Oh, but what about selfies, surely that’s where this screen comes into its own? Well, you’d think so. But to use the main cameras to shoot you’ll need to select the ‘Rear display preview’ from within the camera app, which will show you all selfie ready in that small display, but then there’s no logical way to shoot the shot. Fumble too much and you’ll likely end up clicking out of the main camera app with your fingers touching around the phone anyway. So, no, it just adds layers of confusion that needn’t be there.
Overall, then, this second screen has served as little more than a because-it-can gimmick.
Performance
Qualcomm Snapdragon 888 platform, 12GB RAM
67W fast-charging (wired and Qi wireless)
5,000mAh battery capacity
Wi-Fi 802.11 a/b/g/n/ac/6e
24-bit/192kHz audio
5G connectivity
Being a true flagship, Xiaomi has gone all-out when it comes to top-tier specification. The Mi 11 Ultra is kitted out with the Snapdragon 888 platform and 12GB RAM, so no current app is going to be a bother to run.
Pocket-lint
What is a bother, however, is as we’ve highlighted above: the screen’s response. Load up a game like South Park: Phone Destroyer and because the screen will often not register touch input, you’re left with the frequent possibility of losing during play as a direct result of this hardware/software combination. PUBG Mobile? Forget about it.
So while the Mi 11 Ultra has the capacity to deliver these games at their very best – the smoothest frame-rates and so forth – it’s irrelevant. It’s not a gamers’ phone by any means as a result.
The battery capacity, at 5,000mAh, is relatively large. Depending on how you approach using this phone that can mean decent longevity. However, given all the available features – WQHD+ resolution at 120Hz – there’s greater likelihood that it’ll be a stretch to get through the day. We’ve been just about managing it, but often with 20 per cent left after around 13 hours of use.
Pocket-lint
Using the phone in this way will see the software suggest doing a large number of things that dumb the features down. Resolution drop. Refresh rate drop. Dark mode activation. Quicker screen auto-off. Always-on display deactivation. Disallowing apps to auto-start. The kind of things that you would otherwise want to always keep operational for that true flagship feel in use. So, in many ways, it’s as though the Mi 11 Ultra’s software is keen to hamper its performance potential.
We’ve seen Xiaomi’s MIUI software in numerous iterations and it’s often varied in its success – sometimes for no apparent reason. In the Mi 11 Lite 5G, which is our favourite in this series, we had no issues with receiving app notifications. In the Mi 11 Ultra, however, it can be temperamental. As we’ve said in many other Xiaomi/Poco/Redmi reviews (multiple brands under one roof) you’ll need to dig into the software and tinker with whether an app has no restrictions to ‘Battery Saver’ – otherwise it may not always be readily available.
Pocket-lint
One clear positive we can highlight about the Mi 11 Ultra is the fast-charging. It’s got a 67W charger, which is among the fastest you’ll find anywhere, and makes for rapid top-ups. It’s the same for wireless charging apparently – although we haven’t been able to test and verify this. Good job, really, as that quick-to-deplete battery has a way to help keep it juiced up in little time.
Given the prominence of place given to the camera unit on the rear of the Mi 11 Ultra, it’s safe to say that it’s the most prominent feature of this flagship. It’s here that the Xiaomi often pulls its (considerable) weight, delivering images that are high quality and frequently outclass the competition.
Pocket-lint
As a quick summary, the rear unit houses three cameras: the main wide-angle, a 24mm equivalent wide-angle with 50-megapixel resolution; a 0.5x ultra-wide with 48-megapixel resolution; and a periscope zoom, also 48-megapixel, that delivers 5x optical zoom (so a 120mm equivalent).
There’s no gimmicky lenses, no useless macro or dedicated mono sensor, just the core of what you’re really likely to want. Now, the 5x zoom is quite a ‘steep’ jump from the main sensor, but it is possible to pinch-zoom between the two with results of varying quality. You can even do this when live-recording video, which is pretty impressive in result.
As we’ve seen from pretty much every maker with multi-faceted cameras, there’s a slight disparity between the colour balance and quality from each lens though. There’s also a delay when ‘jumping’ between the available lenses – select between the main optic and 5x, for example, and you’ll first see a digital zoom from that main sensor before it suddenly updates with a different fill from the true optical zoom sensor. Not a major drama, but it’s not 100 per cent immediate when selecting between the lenses.
Pocket-lint
: Main cameraMain camera
The Mi 11 Ultra’s ultra-wide lens is also a bit toowide-angle – we think it should be 0.6x to avoid some of the more considerable barrel distortion really. But, unlike typical 8-megapixel ultra-wide sensors, this one is capable of delivering decent quality at 12-megapixels (using four-in-one processing technology, as the Mi 11 Ultra does on all its shots).
It has to be said that the Mi 11 Ultra’s 5x optical zoom delivers crisp and clear shots. It’s particularly apparent here, because so many competitors use digital or hybrid zooms and talk them up to such an extent that you almost believe the results will be good – but nothing can beat a true optical zoom as Xiaomi has graced the Mi 11 Ultra with here.
Epic v Apple, future of projectors and more – Pocket-lint Podcast 102
By Rik Henderson
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The main sensor is equipped with on-sensor phase detection autofocus, there’s laser autofocus too, and optical image stabilisation to keep everything smooth and sharp. It’s a well equipped sensor that delivers fine results indeed – whether in daylight, low-light, backlit or really any given set of conditions.
Pocket-lint
: Main cameraMain camera
In short: the Ultra’s forte really is found in its photography prowess. Whether it’s worth having such a giant hunk of a camera unit to the rear for the sake of that, however, is another question.
Verdict
The Xiaomi Mi 11 Ultra does a really good job of shouting “shiny, shiny!” from the rooftops and being undoubtedly alluring for all the bells, whistles, and other embellishments that make it an altogether different and standout device. It wants you to look at it and think “that’s more exciting than the Samsung Galaxy S21 Ultra” – because, from a pure features and spec point of view, it really is.
But once you brush away what are frankly excess features – some of which, such as the second rear screen, are nothing but gimmicky – you’re left with a device that fails to get many of the basics right. The screen response is unacceptably bad. The camera bump is huge – and not really worth it for the sake of that second rear screen. The MIUI software has various moments of failing to send notifications too.
The Mi 11 Ultra is a rare moment from Xiaomi. One that’s excited us more than any other phone of late. Yet, when it comes to the crunch, it’s the one Mi 11 device that’s left us ultra disappointed. The promise is huge, but it just hasn’t lived up to the potential.
Also consider
Pocket-lint
Samsung Galaxy S21 Ultra
A neater camera integration, better software, and fewer irks make the Samsung the phone that Xiaomi should have beaten – but failed to do so.
Read our review
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Pocket-lint
Xiaomi Mi 11 Lite 5G
This, our favourite of the whole Mi 11 range, is everything the Ultra isn’t: it’s lightweight, its colour finish is more eye-catching, its battery lasts longer (despite being less capacious), and, for whatever reason, the software implementation here hasn’t been problematic. You don’t get outstanding cameras by comparison, of course, but you do save two-thirds on the Ultra’s asking price. And you still get 5G connectivity!
(Pocket-lint) – Samsung’s 2020 flagship phones came in the form of the Galaxy S20 Ultra, Galaxy S20+ and the Galaxy S20 – now succeeded by the Galaxy S21, S21+ and S21 Ultra.
The Galaxy S20+ sits in the sweet spot of the three 2020 devices, offering a big display, lovely design and some great specifications but how does it compare to its predecessor?
This is the Samsung Galaxy S20+ against 2019’s Galaxy S10+ to help you work out what the differences are. You can also find out how the Galaxy S21 devices compare to the Galaxy S20 devices in our separate feature.
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Design
S20+: 161.9 x 73.7 x 7.8mm, 186g
S10+: 157.6 x 74.1 x 7.8mm, 175g
It is clear the Samsung Galaxy S20+ and the Galaxy S10+ are part of the same family, both offering premium, solid finishes made up of a combination of metal and glass. The Galaxy S20+ offers a refreshed design compared to the S10 though, opting for a vertical rectangular camera housing in the top left of its rear over the horizontal rectangular housing found in the centre of the S10+’s rear.
On the front, the punch hole cameras positioned in the top right corner of the S10+’s display have been replaced with a centralised singular punch hole camera on the S20+, resulting in a much neater and more symmetrical design. It takes up less screen space so it’s a nicer effect.
The Galaxy S20+ adjusts the aspect ratio slightly too compared to the S10+, meaning a slightly narrower, taller device. Both are IP68 water and dust resistant and both have an under display fingerprint sensor on board, which is very much the same in terms of performance.
The S20+ also loses the “Bixby button” on the side.
Display
S20+: 6.7-inch, Infinity-O, 120Hz
S10+: 6.4-inch, Infinity-O, 60Hz
Despite offering only a slight increase in height, the Samsung Galaxy S20+ has a 0.3-inch larger display than its predecessor – which is a result of the slightly adjusted aspect ratio we mentioned and a further reduction in bezels.
Both the S20+ and the S10+ have Quad HD resolutions, which Samsung has been offering on its flagship devices for some time now. The Infinity-O display on both devices offers virtually bezel-free edges and a punch hole camera cut out. Thanks to the repositioning and switch to one camera on the S20+ though, this cut out is much less intrusive compared to the S10+.
The S20+ and S10+ both have Super AMOLED screens, offering plenty of vibrancy and deep blacks and both support HDR10+. The S20+ offers a 120Hz refresh rate at Full HD+ however – though not variable like the S21 – while the S10+ operates at 60Hz. That means the S20+ will give you smoother animations around the device, although you might not actually notice much difference in practice unless you have the devices side-by-side.
The Samsung Galaxy S20+ is a powerful device, offering 2020’s Exynos 990 processor in the UK and Europe, or the Qualcomm Snapdragon 865 processor in the US and elsewhere. Supporting these chipsets is 12GB of RAM as standard, coupled with 128GB or 512GB of storage, both of which offer microSD support for storage expansion.
The Galaxy S10+ also comes with a powerful processor in 2019’s Exynos 9820 or Qualcomm’s Snapdragon 855, depending on the region, but it offers 8GB of RAM as standard. To get the 12GB of RAM and 1TB of storage, you’d have to opt for the ceramic model. The S10+ is also only 4G compatible, while the S20+ is 5G enabled.
Both the Galaxy S20+ and the Galaxy S10+ offer fast charging, wireless charging and reverse wireless charging. The S20+ has a 400mAh larger battery capacity though, which should mean it lasts a little longer than the S10+, although in practise we don’t think there’s much of a difference.
S10+: 16MP ultra wide, 12MP main, 12MP telephoto, 3D Depth; 10MP + 3D Depth front
The Samsung Galaxy S20+ changed things up quite a bit in the camera department compared to its predecessor. Both offer quad rear cameras, but the S20+ has a new 12-megapixel main camera that features larger pixels and a fixed aperture, while the S10+ had Dual Aperture.
The S20+’s ultra wide camera also gets a 12-megapixel sensor, but with smaller pixels and a narrower aperture, while on the telephoto lens, Samsung goes for resolution in the S20+, with a 64-megapixel sensor compared to the S10+’s 12-megapixel offering. The zoom is a little more complicated on the S20+ than the S10+, with what Samsung calls “Hybrid Optic Zoom” out to 3x optical and Super Resolution Zoom taking you out to 30x. This latter option is basically zoom with AI to try and clean things up.
On the front things change too. The S10+ offers a dual front camera, while the S20+ only has one single camera.
There are several new features with the S20 device though, including Single Take that allows you to capture from all cameras at once, as well as 8K video capture capabilities – which the S20+ uses that 64-megapixel sensor for. The S10+ meanwhile, also has a number of great features, but only 4K video capture.
Price
S20+: From £999 (5G)
S10+: From £899 (4G)
The Samsung Galaxy S20+ started at £100 more than the S10+ when it first arrived as it was only available as a 5G handset in the UK.
The Samsung Galaxy S10+ started at £899 when it arrived in March 2019.
Both models should be available cheaper now though given they have been succeeded by the Galaxy S21 series.
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Conclusion
The Samsung Galaxy S20+ not only offers a nicer design than the Galaxy S10+, but it offers numerous improvements, including a larger and faster display, more camera capabilities and better hardware, such as more RAM as standard and a larger battery capacity.
The Galaxy S10+ is still a great phone however, and is quite a bit cheaper following the availability of the S20+ and S21+, which might make it a better choice for those on a budget. For those wondering whether to upgrade, the S20+ has some great potential, but it’s still pretty close in experience to the Galaxy S10+ so you might want to consider the S21+ instead.
That question was asked — implicitly and explicitly — over and over on the third day of Epic v. Apple testimony. The antitrust trial started on Monday with some heady pronunciations about Fortnite, the game and/or metaverse at the heart of the case. Yesterday, both sides argued about whether iPhones and iPads were truly locked down. And today, Apple and Epic delved into one of the biggest questions of the trial: whether saying iOS violates antitrust law would make every major game console an unlawful monopoly too.
Apple’s attorneys issued a dire warning to Sony, Nintendo, and Microsoft during its opening statement, saying that their business models were all fundamentally similar. “If Epic prevails, other ecosystems will fall too,” they warned. But today, Epic called up Microsoft’s Xbox business development head Lori Wright as a sympathetic witness. In response to a line of questioning, Wright divided computing devices into “special-purpose” and “general-purpose” devices — in a way that clearly defined iPhones as the latter.
The Xbox, as Wright describes it, is a special-purpose device. “You are basically building a piece of hardware to do a specific thing,” she told a judge. “The Xbox is designed to give you a gaming experience. People buy an Xbox because they want to play games.” As a result, Microsoft keeps tight control of what content users can access — it’s a “curated, custom-built hardware/software experience.” The market is also much smaller: tens or hundreds of millions sold, compared to “billions” of Windows devices. Later in the day, Epic engineering fellow Andrew Grant gave his own, similar definition of gaming consoles in general, calling a console “a single-purpose device for entertainment.”
Windows computers, according to Wright, are “general-purpose” devices. “You’re buying it to do a wide variety of things, and that changes every day as new ideas are getting created,” she said. “It can do a bunch of things already, and it has the aperture to do a bunch more things.” These platforms can support unexpected, emergent applications across more aspects of people’s lives, particularly when it’s easy to get an app onto them in the first place.
Wright made a point of discussing all the different ways that users could get apps on Windows. That includes Microsoft’s own app store, but also Steam, the Epic Games Store, and direct downloads from a website. Microsoft recently dropped its commission on Windows apps to 12 percent to compete with Epic, while the Xbox still takes a 30 percent commission. Wright says there’s no plan to change that discrepancy. That’s despite the fact that under the hood, there’s not a massive hardware difference between an Xbox and a desktop PC.
It’s hard to call the iPhone anything but a general-purpose device under Wright’s definition. (She described a “special-purpose” Apple product as something like an iPod.) Intentionally or not, Wright also linked the distinction to one of Epic’s major talking points: profit.
Epic describes profit as one of the biggest differences between iPhones and consoles. It argues console makers have to treat app makers better because they lose money on hardware, unlike Apple, so they need to plan around attracting developers to the platform. And from Microsoft’s point of view, Wright emphasized in testimony that no Xbox console has been sold at a profit, even late in a generation’s lifespan after manufacturing costs fall. So part of that curated hardware/software experience includes planning around a specific genre of app and attracting the developers who will build it, rather than simply turning it loose and seeing what happens.
Microsoft later hedged in a statement saying that “profits are generated in game sales and online service subscriptions,” but it didn’t really contradict the claim — it just made clear, as Wright did, that the overall operation is profitable.
Will these distinctions convince the court? It’s hard to say, and Judge Yvonne Gonzalez Rogers has asked questions that appear lightly skeptical of Epic’s hard lines between consoles and iPhones and Wright’s strict delineation of “general” and “specific” devices.
Apple’s attorney didn’t spend as much time arguing over precise definitions. Apple’s strategy relied more on questioning Wright’s credibility by noting that she’d failed to produce documents that Apple requested. Later, an attorney similarly lambasted Grant for working on the hotfix that secretly introduced a new payment system into Fortnite, insisting that “you knew you were being dishonest, didn’t you?”
But Apple did push Wright to lay out in detail just how much more locked-down Xbox is than Windows, asking whether it did things like support rival game stores or streaming services. (This questioning was muddled by the fact that Microsoft refers to both its consoles and general gaming division as “Xbox,” so you can have an “Xbox store” on PC — a fact that led to some confusion during cross-examination.)
Why is this useful to Apple? Well, Epic began the trial by saying that iOS should work more like macOS. Both operating systems have a reputation for relative security and seamlessness, but only the latter allows installing software from outside the App Store. Epic’s opening statement questioned why Apple needed to lock down the iPhone when it had already created a perfectly workable but more open system. But with Wright and Microsoft, Apple has a perfect comparison point: a major computing company that offers two very different versions of a big black box.
(Pocket-lint) – Samsung announced the Galaxy S20 alongside the S20+ and S20 Ultra as its flagship devices for 2020 – all three of which have been succeeded by the Galaxy S21, S21+ and S21 Ultra in 2021. The Galaxy S20 replaces 2019’s Galaxy S10, and shares a similar design to the S10 Lite, but how do they all compare?
We’ve run the Galaxy S20 specs up against the Galaxy S10 and Galaxy S10 Lite to help you work out the differences. You can also read our Samsung Galaxy S20 range compared feature for a rundown on how the 2020 devices compare to each other, as well as our S21 vs S20 feature to see how the 2021 models compare to the 2020 models.
Design
S20: 151.7 x 69.1 x 7.9mm, 163g
S10: 149.9 x 70.4 x 7.8mm, 157g
S10 Lite: 162.5 x 75.6 x 8.1mm, 186g
The Samsung Galaxy S20, Galaxy S10 and Galaxy S10 Lite all share similar design traits. They all offer a premium metal and glass build, they are all waterproof and they all feature an under display fingerprint scanner.
The Galaxy S20 and S10 Lite take a slightly different design approach to the Galaxy S10 though, placing a heavy focus on the camera arrangement on the rear. The Galaxy S10 has a horizontal rear camera that is centralised, while the S10 Lite and S20 both opt for a camera housing in the top left corner.
On the front, both the S10 Lite and the S20 opt for centralised punch hole cameras for a symmetrical and neater finish, while the S10’s cut out is located in the top right corner.
The Galaxy S10 Lite is the largest and heaviest of the three devices being compared here, while the S10 is the smallest and lightest, putting the latest Galaxy S20 into the sweet spot in the middle.
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Display
S20: 6.2-inch, Infinity-O, 120Hz
S10: 6.1-inch, Infinity-O, 60Hz
S10 Lite: 6.7-inch, Infinity-O, 60Hz
All three devices Super AMOLED displays, offering bright and punchy colours, plenty of vibrancy and deep blacks. They also all offer support for HDR10+ and they all opt for the Infinity-O display, featuring almost bezel-free sides and the cut out for the front camera.
There are a few differences between the displays of the Galaxy S20, S10 and S10 Lite however. Firstly, the S10 Lite is quite a bit larger than the S10 and S20 at 6.7-inches, compared to 6.1 and 6.2-inches, respectively. The S10 Lite also has a flat display, while the S10 and S20 both have curved displays, delivering a slightly more premium look.
The Galaxy S20 also offers a 120Hz refresh rate when in Full HD+ – which it is set to as default – while the S10 and S10 Lite both deliver a 60Hz refresh rate. For those who want smoother animations and graphics, the S20 has the potential to deliver that.
The Samsung Galaxy S20 runs on the Exynos 990 processor in the UK and Europe or the Qualcomm Snapdragon 865 in the US. These chipsets are supported by 8GB or 12GB of RAM and 128GB of storage, with microSD storage expansion up to 1TB.
The Galaxy S10 runs on the Exynos 9820 processor in the UK and Europe or the Qualcomm Snapdragon 855 in the US. The S10 Lite uses the Snapdragon 855 globally. The S10 comes with 8GB of RAM and storage options of 128GB or 512GB, offering microSD support, while the S10 Lite comes with 6GB or 8GB of RAM, both of which have 128GB storage. Potentially, the S10 Lite gives you more than the S10 in this regard.
Out of the three models being compared here, only the Galaxy S20 is 5G enabled. The S10 and S10 Lite are both 4G only, although there’s also a 4G version of the S20 if that’s what you want.
The S10 Lite has the largest battery capacity at 4500mAh, while the S20 has a 4000mAh battery which although is smaller than the Lite, it is larger than the S10’s 3400mAh capacity. All models have wireless charging but again the S10 Lite looks favourable here because it’s a larger phone and can fit in a larger battery.
The Samsung Galaxy S20 range places a big focus on camera, moving in a different direction to what Samsung offered on the S10. All three devices being compared have a triple rear camera and single front camera, but they offer different features and different make ups.
The S20 moves away from the Dual Aperture offered on the S10 to a fixed aperture and larger pixels. It also increases the resolution on the telephoto lens and offers Hybrid Optic Zoom up to 3x, and Super Resolution Zoom up to 30x – the latter of which uses AI in an attempt to make up the lost detail. The S20 also offers 8K video capture. The S10 offers 2x optical and 10x digital zoom – the S20 offering better performance.
The S10 Lite meanwhile, has a higher resolution main camera, along with a macro camera for close up shots. It also offers a higher resolution front camera than both the S20 and the S10. It’s worth mentioning here though that higher numbers doesn’t necessarily mean better quality – and we’ve seen in some cameras that native resolution can be better than pixel combining. The Galaxy S20 is the strongest option in our experience though.
Price
S20: £799 (4G), £899 (5G)
S10: £799
S10 Lite: £579
The Galaxy S10 cost £799 when it first arrived on shelves in March 2019, although it’s now quite a bit cheaper. The S20 cost £799 for the 4G version when it first arrived in 2020 – effectively the same price as the S10, while the 5G is a little too expensive at £899.
The S10 Lite costs £579; this more affordable phone undercuts both – but compared to the S10, it seems to offer much better value for money.
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Conclusion
The Samsung Galaxy S20 might feature a similar design to the S10 Lite, but it offers various improvements, including a smaller and lighter build, faster display, more RAM and a more advanced processor. When compared to the S10, it offers more camera capabilities, a refreshed design, better processor, more RAM and an increased battery capacity – it’s an improvement overall. Bear in mind that it has been replaced by the S21 range though.
The Samsung Galaxy S10 is quite a bit cheaper than the S20 however, and the S10 Lite is cheaper than both, with a larger display and bigger battery than the S20. If you want lots of phone for your money, then the S10 Lite could be what you want, but with the S20 having been succeeded, you might find it cheaper than it started at and within budget.
Writing by Britta O’Boyle.
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