I uploaded my beta app 3 times (only changed the version) in the past 2 hours and still don't see any of them...
I uploaded my beta app 3 times (only changed the version) in the past 2 hours and still don't see any of them...
Not sure; some of the maps I have loaded are several hundred Mb.. I also have several hundred Mb of songs I've loaded. But as I said app size is not a problem I have. Instinct is probably not compatible with monkey motion I would guess.
30 FPS? Even movies (in Europe ;) have only 24
It's just an example chosen to derive a ballpark figure. As a matter of fact, 30 Hz used to be the standard for TV in North America. And of course, 60 Hz has been the standard for computer displays for a very long time. If you can, try setting your computer monitor or graphic card's refresh rate to 24/30 Hz and see how terrible it looks/feels. (It's very noticeable if you use certain USB-C adapters to connect a laptop to a 4K monitor but the refresh rate is limited to 30 Hz. When you move the trackpad/mouse pointer, it feels like it's underwater.)
As another example, 60 FPS has been the gold standard for PC games for a long time, and now consoles are catching up. On PC, games which go over 60 FPS are a thing now too. (Inb4 they were also a thing a long time ago, too.)
And of course, phones and tablets are being sold which can go to 120 Hz or higher.
All of that is to say, yes 24/30 FPS is the classic standard, but I wouldn't say it's an absolute limit. Of course, there's probably no reason to go higher on a Garmin MIP screen (either that, or it isn't capable of doing so). Apple Watch's OLED screen refresh rate ranges from 1 Hz to 60 Hz, and it really shows in the UI and various animations. I would guess that the Garmin OLED devices support a higher refresh rate too, although I have no idea whether CIQ can take advantage of that.
Is the watch really capable of displaying 30 FPS?
Well, for example, text can be scrolled by a CIQ app at one frame per 50 ms, which is 20 FPS / Hz. Close enough. (I think native apps can animate text a bit faster/more smoothly. I also have no idea how fast an actual animation can run.) I probably wouldn't go much lower than 20-30 FPS if I wanted to animate something, but maybe that's just me.
So 60 KB x 8 x 20 = ~7.2 MB
Again, these are just ballpark numbers. I'm trying to say that an uncompressed animation could easily consume ~10 MB. It's just a back of the envelope calculation intended to show that the 10 MB is the correct order of magnitude for this result. For example, 1 MB would be way too small and 100 MB would be way too large.
Or instead of all of that, we could just take the poster at their word when they say their animation is roughly 10 MB per device.
How have you been able to do that? Was it the first release or just an update?
Any update on this? It has been almost a week and I still get the maintenance error when a try to upload my .iq (~20MB). Does anyone know if this is a limitation we have to live with or it's just a bug that will be fixed?
update ~20Mb
next app update ~12Mb without any problem
update app (in computer web browser of course) and if you see this message do nothing but wait until progress on browser's card stops than CLOSE tab and app should be updated
It unexpectedly worked. Thanks.