Complete
over 4 years ago

WERETECH-11147

Fixed

The burn-in protection on Venu2(s) devices with CIQ4 falsely triggers and turns off the display

I have ported several watch faces with Venu1 AOD support to the Venu2 and Venu2s devices.

My AOD modes are straight forward. I'm using a dense pattern clearing every 2nd pixel row or column on the screen alternating each minute starting with the first row/column or the second row/column.

This ensures that less than 10% of the pixels are on and no particular pixel is on for more than 1 minute.

On the Venu2 the simulator detects a screen burn-in. On the Screen Burn-In Simulation window it looks like the overlay pattern is ignored.

Also some drawing artifacts are missing on the burn-in screen for example the minute and hour hands.

I'm in contact with 2 other developers who have similar problems with at least some of their watch faces.

I already uploaded my watch faces with Venu2 support to the Connect IQ store and received feedback from a user who also owns a Venu1 that

the AOD is not working on his new Venu2. - It turns off the screen.

So this is potentially not only a problem of the simulator but also of the actual device.

Here is a screen recording of the problem in action highlighting the differences between Venu1 and Venu2:

https://drive.google.com/file/d/123bDerdGzCovWEcJlxonKbRBSo96lqrq/view?usp=drivesdk

Parents
  • Sorry I actually missed the recent comments thanks to not clicking the "Newest" forum buttons. I too agree the forum is not intuitive.

    I have a hunch this could be related to new GPU buffer flush, basically when we count the lit pixels at the end of onUpdate, the screen surface has yet to be updated by GPU, which happens later on.

    I can take a closer look during this weekend.

Comment
  • Sorry I actually missed the recent comments thanks to not clicking the "Newest" forum buttons. I too agree the forum is not intuitive.

    I have a hunch this could be related to new GPU buffer flush, basically when we count the lit pixels at the end of onUpdate, the screen surface has yet to be updated by GPU, which happens later on.

    I can take a closer look during this weekend.

Children
  • Johnny, thanks for taking care of this issue!

    I think with your hunch you could already be on the correct path to solving this riddle.

    The late GPU flush would explain why my workaround where I basically replace all GPU screen operations with a buffer to screen copy is working.