For me another feature is what disqualifies it. Fairphone 6 would have been otherwise acceptable for myself, as it has quite decent specifications, but it only has USB 2.0.
Other smartphones at around the same price not only have USB 3, but also DisplayPort 1.4 (e.g. from Motorola).
I hate when I see even on many smartphones over $1000, that they save a few cents by implementing USB 2 instead of USB 3, and a few dollars at most by not implementing DisplayPort.
The SoC used in Fairphone 6 supports both USB 3 and DisplayPort, but its designers have saved a few external components by not offering these features.
Pixel is also disqualified for me by the same reason. Unfortunately only some smartphones made in China offer complete features and without excessive locking of the phone.
> Pixel is also disqualified for me by the same reason.
How so?
I think all pixels starting from 6 or 7 have DisplayPort output through USB C.
I watched a movie the other day with my projector connected to my pixel 10 running grapheneOS. Other than getting a phone call halfway through the movie and a few hiccups selecting the audio Jack output, everything ran smoothly.
This is good to know, but they certainly do not advertise this feature as existing.
On Google Store there is no information about this and other sites, like Gsmarena, also do not have any information on it, unlike for the smartphones from other vendors that have DisplayPort.
On some older Pixel models, it has been discovered that DisplayPort existed in hardware, but it was disabled in software by the Google operating system. It could be enabled only by replacing the OS. I see that you also do not use its native OS, so this condition may have remained true.
About newer models, it was supposed that the hardware support might have been removed.
How did you discover that DisplayPort exists on your Pixel 10?
Was this mentioned in its user manual?
Do you have the plain Pixel 10 or some Pro version?
Do you happen to know whether you have DisplayPort 1.2 or 1.4? I.e. which is the maximum resolution at which you have used it, can it do 4k @ 60 Hz on a monitor or projector?
Did you have to use the audio jack because the smartphone does not know to send the audio through DisplayPort, or was that a limitation of your projector (or perhaps of some DisplayPort/HDMI converter that you may have used)?
Having this feature and not documenting it for the potential buyers is even more stupid than not implementing it, as this can lead to lost sales. Like with Fairphone 6, I have considered buying Pixel 10, which at least has USB 3, but I have eliminated it from the possible choices for the lack of DisplayPort.
EDIT:
Googling now, I have found an article at Google's "Pixel Phone Help":
which says "Connect your phone to a display device (Pixel 8 and later)",
So indeed, DisplayPort is supported officially starting with Pixel 8.
Nevertheless, it says nothing about what kind of DisplayPort is supported, i.e. which is the maximum resolution that is achievable on a monitor/projector, and this help answer is well hidden, you have to search specifically for it, instead of having clear technical specification of the Pixel phones, easy to discover by potential buyers.
Moreover, it can do only screen or window mirroring, instead of having a desktop mode like other vendors, so I think that it probably is limited to 1080 lines, which is the resolution of Pixel's screen (non-Pro models, but Pro are only slightly better). In that case, it still does not do what I want, which is a 4k resolution on a monitor/projector (it can record 4k movies after all, so I would have expected to be able to play them).
I used the Jack for audio because I wanted to use my surround speakers instead of my projector's tiny speaker, but sound through DisplayPort worked just fine as well. The difficulties I was having were actually about android defaulting to the projector speakers instead of the speakers connected through the Jack, the solution was to go to the sound setting and just selecting the correct output.
Thanks for this. My Fairphone 4 has USB3 and works well with my laptop docking station. I would not have imagined that Fairphone regressed on that point.
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Good fun. Now I wish RT cores would be programmable with some form of PTX, but for now it's Optix or die. Managed to do fun stuff with it but it's like pulling teeth.
Let me introduce you to the beautiful world of virtual environments. They save you the headache of getting a full installation to run, especially when using Windows.
And this works about 25% of the time. The rest of the time, there is some inscrutable error with the version number of a dependency in requirements.txt or something similar, which you end up Googling, only to find an open issue on a different project's Github repo.
Someone needs to make an LLM agent that just handles Python dependency hell.
As someone who doesn't develop in python but occasionally tries to run python projects, it's pretty annoying to have to look up how to use venv every time.
I finally added two scripts to my path for `python` and `pip` that automatically create and activate a virtual env at `./.venv` if there isn't one active already. It would be nice if something like that was just built into pip so there could be a single command to run like Ruby has now with Bundler.
`uv` is great for this because its super fast, works well as a globally installed tool (similar to conda), and can also download and manage multiple versions of python for you, and which version is used by which virtualenvironment.
While my uv use is still early days, i would second this recommendation. I've found it to have the functionallity i miss from conda in venv, but faster and more reliable than conda.
I am also using conda and specifically mamba which has a really quick dependency solver.
However, sometimes repos require system level packages as well. Tried to run TRELLIS recently and gave up after 2h of tinkering around to get it to work in Windows.
Also, whenever I try to run some new repo locally, creating a new virtual environment takes a ton of disk space due to CUDA and PyTorch libraries. It adds up quickly to 100s of gigs since most projects use different versions of these libraries.
</rant> Sorry for the rant, can't help myself when it's Python package management...
conda and uv do manage python versions for you which is part of their appeal, especially on systems that don't make it super straightforward to install multiple different versions of pre-compiled runtimes because their official OS channel of installing python only offers one version. At least on macos, brew supports a number of recent versions that can be installed simultaneously.
If you use something like uv (expanded here: https://news.ycombinator.com/item?id=43904078), I think it does. But if you just do `python -m venv .venv`, you get the specific version you used to create the virtual environment with. Some OSes seem to distribute binaries like `python3.8`, `python3.9` and so on so you could do `python3.8 -m venv .venv` to look one env to a specific version, but a bit of a hassle.
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