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Cake day: August 4th, 2023

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

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

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


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

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

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

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

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



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

    aren’t you supposed to charge the phone overnight?

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

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

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




  • Some of the responses here dance around the truth, but none of them hit the nail on the head. This is a bit of an artifact of how the mobile industry works and the success rate vs profitability vs the way ads work on mobile.

    Yes, hands down, this is not an effective advertising strategy. Many of these game companies are very successful so it’s not because they’re stupid. It’s because these ads aren’t advertising campaigns.

    These ads are market research. The point isn’t to get you to download their game. At all. The point is to figure out what people will engage with.

    These ads are all game ideas. Mobile game ideas are a dime a dozen million. They’re easy to come up with, cost a lot to build, and many don’t monetize well and therefore aren’t profitable. Because of that, it’s very expensive and unsustainable to build games and test them and see what succeeds.

    Instead, companies come up with ideas, build a simple video demonstrating the idea, and put up ads with those videos. They then see how many people engage with the ads to determine how many people would even visit the download page for that game. Building a quick video is much much much cheaper than building a game. This is the first step in fast failing their ideas and weeding out bad ones.

    Essentially the companies have lots of ideas, build lots of simple videos, advertise them all, and see which ones get enough engagement to be worth pursuing further, while the rest get dropped entirely.

    But those ads need to link somewhere. So they link to the companies existing games. Because they’re already paying for it. So why not.

    But building a whole new game is also expensive. Dynamics in mobile gaming are very odd because of the way “the algorithm” works. It is actually extremely expensive to get advertising in front of enough people that enough download it that you have any meaningfully large player base to analyze at all.

    So the next trick is these companies will take the successful videos, build “mini games” of those ads as a prototype, and then put that in their existing game. This means they can leverage their existing user base to test how much people will engage with the game, and more importantly, eventually test how well it monetizes. Their existing users have already accepted permissions, likely already get push notifications, and often already have their payment info linked to the app. It also means they don’t have to pay for and build up a new store presence to get eyeballs on it. Many of the hurdles of the mobile space have already been crossed by their existing players, and the new ones who clicked the ads have demonstrated interest in the test subject. This is why many of the ads link to seemingly different games that have a small snippet of what you actually clicked on.

    If these mini games then become successful enough, they will be made into their own standalone game. But this is extremely rare in mobile. The way the store algorithms and ads work make it pretty fucking expensive to get new games moving, so they really have to prove it to be worthwhile in the long run.

    So yeah, most people look at this the wrong way - it does actually go against common sense advertising, but that’s because it’s not actually advertising. It’s essentially the cheapest way for companies to get feedback from people that actually play mobile games about what kinds of games they would play.

    It’s not advertising. It’s market analysis.