初級: TOEIC 250-545
中級: TOEIC 550-780
上級: TOEIC 785-990
FEMALE SPEAKER: Ladies and gentlemen,
please welcome Senior Vice President, Android, Chrome,
and Apps, Sundar Pichai.
SUNDAR PICHAI: Thank you everyone.
It's great to see all of you.
Welcome to Google I/O. Every year,
we look forward to this date.
We've been hard at work since last I/O evolving our platforms
so that developers like you can build amazing experiences.
So thank you for joining us in person.
I/O is a pretty global event.
We have viewing parties in over 597 locations
in 85 countries in six continents,
and there are over one million people
watching this on the live stream today.
Let's say hello to a few locations.
Let's say hello to Brazil.
Everyone is talking about Brazil today.
If it weren't for I/O, I would be there for the World Cup.
I'm tempted to shout, "Goal."
Finally, let's go to Nigeria.
We're thrilled to have an all-female developer group
in Nigeria, and--
We're working hard to elevate women in computer science,
so look forward to seeing what they develop one day.
In fact, at I/O this year, we are very excited.
There is over 20% female participation,
which is up from 8% last year.
And even more excited, we are joined
over 1,000 women in this room today, so thank you.
Of course, I/O is when we talk about our two large computing
platforms, open platforms, Android and Chrome, which
are built from the ground up for developers like you.
Today, we're going to give you an update
on the momentum we are seeing in mobile.
We are living in amazing times, so we
want to talk about the mobile momentum we see
and how we are evolving our platforms to support
And more importantly, we are beginning to think and evolve
our platforms beyond mobile.
You will hear about that from us today.
And finally, we want to talk to you
as developers as to how you can achieve success
on top of our platforms, including an update on Google
Cloud Platform and Google Play.
So let's get started.
If you look at global smartphone shipments,
the numbers are stunning.
The industry shipped over 300 million phones last quarter,
so they are on track to ship well
over a billion phones each year.
So how is Android doing in the face of this momentum?
In the past, we've talked about cumulative activations
We're switching and focusing on 30-day active users,
users who are currently using their Android devices globally.
And you can see the number has been doubling every year.
We've gone from 220 million to over 530 million
as of last year's I/O. We are very excited.
As of this year's I/O, we are over one billion
30-day active users.
The robot is pretty happy as well.
So let's internalize what one billion users actually mean.
Android users, on a given day, send
over 20 billion text messages each and every day.
More importantly, perhaps, they take around 93 million selfies
The team tells me about 31 million
of these are duck faces.
We estimate Android users take around
1.5 trillion steps per day, and they pull out their phones
and check it over 100 billion times each day.
Important use cases which we are working on addressing,
and you'll hear about it later today.
Developers are building profound experiences
on top of smartphones.
Stories we hear every day.
In Kenya, 40% of Kenya's GDP flows through M-Pesa,
giving unbanked people access to financial transactions
throughout the country.
Netra G. A company uses a smartphone and just
off the shelf accessories to measure your eye prescription,
and they are as accurate as $50,000 equipment
you find in optometrists' offices,
providing very, very affordable care too many people.
And finally, University of Michigan,
they are using for their patients,
they monitor subtle changes in voice quality
using their smartphone to detect early signs of bipolar
So the kind of experiences we are
seeing on top of these phones are amazing.
So far, I've been talking about phones.
Let's shift to tablets.
We are seeing amazing growth in Android tablets as well.
There is tremendous adoption of these devices,
and if you look at how we are doing vis a vis the overall
market, Android tablets accounted
for 39% of all shipments two years ago.
That number increased to 46% as of last year's
I/O. As of this year's I/O, Android tablets
account for 62% of the overall market.
We don't include other variants of Android like Kindle.
If you add that, it would go up a few percentage points.
These are shipment numbers.
Again, we care about usage, so we
view these as leading indicators of where usage would be.
If you take a look at tablet usage,
we're going to use YouTube as a proxy to understand usage.
A year ago, the total tablet viewership of YouTube, 28%
was from Android.
That number has gone up again to 42%.
So we are seeing usage track shipments,
and we are very excited people are
adopting these devices as well.
Another metric of engagement is app installs.
App installs just this year alone on tablet
is up by over 200%, so people are really
engaging with these devices.
So we are very excited we have a billion uses,
but we talked about this at last year's
I/O. Our goal is to reach the next five
billion people in the world.
If you look at a map of the world today, all the regions
in blue, emerging markets, the majority of users,
don't have a smartphone.
When I go back home to India and other countries like that--
It is exciting to see the impact phones have on people's lives,
but it's disappointing that less than 10% of the population
have access to smartphones.
We want to change that.
So we've been working hard with our ecosystem
on a very important initiative which we call Android One.
So let me talk to you about Android One.
What we are doing for the first time,
if you look at all the OEMs in these countries, each of them
has to reinvent the wheel, and in a fast-paced mobile
industry, they have to build a new smartphone
within nine months.
So we want to pool resources and help everyone,
so we are working on a set of hardware reference platforms.
We identify the components which go into a next generation
These are high quality, affordable smartphones.
We qualify vendors so that we provide
a turnkey solution for OEMs to more easily build a smartphone.
In addition to hardware, we are working on software as well.
So the software on Android One is the same software
you see running on stock Android, Nexus
phones, and Google Play edition phones.
In addition, through Play, we allow OEMs and carriers
to add locally relevant applications
on the device which users have full control over.
And finally, we provide full automatic updates.
All the software in Android One comes from Google,
so we will keep them updated just like we
do with Nexus and Google Play edition phones.
Let's take a look at one example device which we are working on.
So this is a device with Micro Max.
You can see there's a 4.5 inch screen.
It has features which matter to a country like India-- dual
SIM, removable SD cards, and FM radio.
I'm used to cutting edge phones, and I've
been using this phone for awhile, and it is really good,
and it costs less than $100.
We are working with many partners.
We are going to be launching this around the world,
but we started this journey in India,
and we are launching this with three OEMs in India
in the fall of this year, Micro Max, Carbon, and Spice.
We are also working with carriers in these markets
to provide affordable connectivity packages
with these devices.
What we are excited is this is a leverage turnkey solution
so that at scale, we can bring high quality,
affordable smartphones so that we can get the next billion
people access to these devices, and we
can't wait to see the impact that it will have.
So we've talked about the momentum in mobile.
The next thing we want to talk to you
is about how we are evolving our platforms, Android and Chrome.
And today, for the first time since we
launched Android with the open SDK,
we're going to give you a preview of the upcoming L
You will be able to download this later on your development
We've been working very hard.
This is one of the most comprehensive releases
we have done.
It has over 5,000 new APIs, and we are thinking about L release
not just for mobile, but for form factors beyond mobile.
One of the things, as we thought about L,
we wanted to take a radical, new approach to design.
User experiences are evolving rapidly,
and we wanted to rethink the user design
experience in Android to have a fresh, bold, and new look.
To talk about the design for L, let me invite Matias Duarte.
MATIAS DUARTE: Thank you, Sundar.
Design is essential in today's world.
It defines your experiences and your emotions.
So we challenged ourselves to create a design that was not
just for Android phones and tablets.
We worked together-- Android, Chrome, and across all
of Google-- to craft one consistent vision
for mobile, desktop, and beyond.
We wanted a design that was clear and simple,
and that people would intuitively understand.
So we imagined, what if pixels didn't just
have color, but also depth?
What if there was an intelligent material that
was as simple as paper but could transform and change
shape in response to touch?
And this led us to a way of thinking
that we call material design.
We drew inspiration from paper and ink.
However, unlike real paper, our digital material
can expand, reform, and reshape intelligently.
The material has physical surfaces and edges
because the human mind is wired at its most primitive level
to instinctively understand objects
and their relationships.
Those scenes and shadows provide meaning
about what you can touch and how it will move.
In the real world, every small change in position and depth
creates subtle but important changes
in lighting and shadows.
So as part of the L preview, we'll now allow app developers
to specify an elevation value for any UI surface,
and the framework will render it in correct perspective
with virtual light sources and real time shadows.
Material design is beautiful and bold
because clean, typographical layouts
are simple and easy to understand.
Your content is the focus.
So the L preview will allow app developers
to easily colorize all framework elements in your app
to match the theme to your brand.
And we're previewing a new support library
that we call Palette to easily extract colors from images
and really put those vivid pictures front and center.
We're giving designers familiar tools like baseline grids
that work across screens.
Grids ensure apps have a consistent rhythm
and character, and this will allow
you to start with a design on a phone,
and logically and easily bring that same design to tablets
Now, one design doesn't mean one size fits all.
Our guidelines allow you to appropriately adapt the UI,
so your users will already know their way around your app
no matter what screen they use it
on And we've also updated our system font, Roboto,
so that designers and developers can use one type face designed
and optimized for every screen, from your watch to your laptop
to your television.
So now let's talk about animation.
It's delightful when your touch is rewarded with motion,
and material surfaces slide around
with the physics of card stock, but they
respond to touch with splashes of virtual ink
that are like ripples in a pond.
As part of the L preview, all of your application's UI building
blocks have been updated to include rich, animated touch
And no detail is too small to bring a smile to your face,
like when the reload button loops around or the playback
controls can change.
Finally, in the real world, nothing teleports from one
place to another, and that's why it's so important
to animate every change on screen
in a way that makes sense.
In the L preview, Android developers
will now be able to create seamless animations
from any screen to any other between activities, and even
So you're probably wondering how this looks like in practice.
We're going to give you a sneak peak at one
of our familiar Google applications
in the new material design.
Here you can see, step by step, how
we update the design-- the typography,
the grid changes, and finally, the surfaces and bold colors.
And a few small changes make a really big difference.
And you can also see how easy it is
to take that same design to different screens.
Now, I've talked about only a few
of the highlights of material design and just some
of the APIs that you can try out in the Android L preview.
But as we all know, people spend an enormous amount of time
on the web, and especially the mobile web.
Last year at I/O, we announced Polymer,
which was a powerful new UI library for the web.
Today, we're bringing you all of the material design
capabilities to the web through Polymer.
As a web developer, you'll be able to build applications
out of material design building blocks
with all of the same surfaces, bold graphics,
and smooth animations at 60 frames per second.
So between the L preview and Polymer,
you can bring the same rich, fluid material design
to every screen.
And to help you take full advantage of this framework,
we've also completely redesigned and created
one unified set of style guidelines for every screen
and for all devices.
These guidelines will help designers and developers
alike understand best practices and build
consistent, beautiful experiences.
We're releasing the first draft of these guidelines as part
of our preview today at google.com/design.
And now that you've seen our new look and feel,
I'd like to invite Dave Burke to show
you some of the new features in the Android L developer
DAVE BURKE: All right.
So over the last eight months, our team
has been busy cooking up the biggest
release in the history of Android.
And as Sundar mentioned, we've added
over 5,000 new APIs touching nearly every aspect
of the system.
Now, we don't have time to even come
close to covering everything in L today,
so instead, what I'd like to do is walk you through some
of the highlights of the tremendous steps
we're taking on the user experience
and on the performance of the underlying platform.
So let's start with user experience.
Now, bringing material to L is, of course,
a big part of what we're trying to do here.
We've added a new material theme,
so it's a new style for your application
that includes new system widgets, transition animations,
and animated touch feedback.
We've also added new animation support,
so a new drawable for animated ripples, a reveal animator
to animate a clipping circle to reveal views.
And we've extended views to not just have an x and y component,
but also a z component to provide elevation.
So you can float elements of your UI
and the framework will cast a real time shadow for you.
My favorite feature that we've added in support of material
is the ability to customize activity, entry,
and exit animations.
You can even include a share a hero element,
for example, an image that starts in one activity
and animates seamlessly through translation and scaling
So let's take a look at this in practice.
Let's have a look at an app we're all familiar with,
which is the phone dialer.
So the first thing you'll notice when you fire up the phone
dialer are those bold material colors and shadows.
And you'll see the ripple touch effect
as I touch each of these tabs, and you'll
get a more subtle material touch effect on the recent calls.
You'll see that the Dialer button has its elevation set
so it's floating above the UI, and as I tap it,
you get these really nice, delightful animations.
Now, another feature we added to support material
is something we call nested scrolling.
And the idea is as I scroll, we propagate the scroll events
up the view hierarchy and different parts of your views
can respond differently.
So for example, as I scroll upwards here,
you'll notice that the recent call to Marcello
will start to shrink and disappear,
then the search box will start getting pushed upwards
and the tabs will lock into place.
It's a really nice effect.
So let's go over to the dialer.
So it turns out my mom's a big fan of material design.
I need to go call her up and tell her
about how to set elevations on her views.
I know she loves that.
So let's go ahead and start dialing.
You'll see that ripple touch effect again
emanating out from the buttons.
Then when I go to place a call, you'll see a view animator,
and it will animate into the in call screen like so.
It's a really nice effect.
So that's a quick taster of material in L.
What you're seeing here is really
a sneak peak of work in progress.
We wanted to give you guys early access
so you could start bringing material to your apps.
And we also recognize that changing
the UI in such a big way will take some time,
so we started with the dialer as a showcase.
Over the coming summer months, we'll be extending material
to all aspects of our apps on the system,
and the result is going to be a dramatically enhanced, fresh
So another area where we've improved the user experience
on L is around notifications.
One of the most frequent reasons we all
take our phone out of our pocket every day
is to respond to incoming notifications.
We all do this dozens and dozens of times a day,
so we wanted to streamline the process, everything
from the phone buzzing to you acting on the notification.
In L, we give you instant, interactive access
to notifications right from the lock screen.
So now you can read, open, and dismiss in seconds.
So let's take a look at my device.
The first thing you'll see are all my top notifications
on the lock screen, and we're rendering them
as sheets of material.
They animate really beautifully.
If I touch them, you can see that material touch effect.
Now, in L, we've improved the way Android organizes
and prioritizes notifications by analyzing user behavior
to make sure only the most useful, relevant notifications
are presented to you.
I can swipe down and I get my full list of notifications.
And we've done a clever thing here
where we've merged the notification shade, something
that's been in Android since 1.0, with the lock screen.
And so from here, I can double tap on a notification
to launch the corresponding app, or if there's
something I don't need, I can just
dismiss with a single swipe.
And to unlock the phone, well, this
is just a notification shade, so you just swipe it away
and you're straight into the device, fast and simple.
We've also introduced a new type of notification
in L that we call the heads up notification,
and this can be used to let you know about something urgent
without interrupting what you're doing.
So let's say I'm playing my new favorite game, which
is Piano Tiles, and I'm going along
here, about to get my highest score ever.
And then all of a sudden, I get a call from Marcello.
So from here, I can keep going or, if I
want to act on it, I can answer it, or if I'm busy,
swipe it away.
And then I can go back to my game
and get the highest score that I've ever got in public.
That's actually my worst score I've ever got.
Anyway, let's move on.
So while we've made the notifications more powerful,
if you're one of the approximately 15%
of people who has a PIN or pattern lock,
you waste many minutes a day cumulatively
on that fiddly task of entering your PIN
So we figured there's got to be a better way.
In L, we're introducing a new concept
we call personal unlocking.
And personal unlocking enables the device
to determine if it's in a trusted environment, say
in the owner's hand or beside the owner on a table.
Personal unlocking uses signals such as locations
you designate, Bluetooth devices that are visible,
even your unique voice print.
So for example, let's have a look at this device.
So I currently have a pattern lock on this device,
but because I'm wearing a Bluetooth watch,
my phone knows it's me who's present,
and so it doesn't challenge me with an unlock.
So for example, if I just swipe up,
the phone will unlock just like that.
Now, let me reset that.
If I take my watch off-- let me just
hand it to Marcello-- so now, my phone
can no longer see the watch.
And because of that, my phone cannot ascertain if it's me
As a result, my phone will lock down its security.
So now, when I go to unlock the device,
it presents me with a PIN lock.
It's a really great feature.
So that's a few of the user experience improvements
we've made to support material and notifications.
Another area of L where we're significantly
improving the user experience is around
how we've integrated the mobile web into the platform.
So to learn more, let me invite up Avni Shah to the stage.
AVNI SHAH: Thanks, Dave.
A core part of your experience with mobile devices
is the mobile web.
Just to get a sense of the growth
that we've been seeing, at the beginning of last year,
we had 27 million monthly active users of Chrome on mobile.
Today, we have more than 300 million.
That's 10x growth.
It's 10x growth in just the last year alone.
What that means for us is that we need to make the mobile web
work well for our developers and our users.
Today, I'm going to talk about three ways
we're going to do that.
We're enabling material design experiences on the mobile web,
we're redesigning recents to help you multitask,
and we're extending our capabilities of app indexing
to help people get to where they want to go faster.
So first, let's talk about material design.
One of the big parts of your experience with the mobile web
is, well, obviously, the websites themselves.
They need to work well.
They need to look great.
They need to be fun to use.
You heard Matias earlier talking about the philosophy
of material design, a bold, consistent, intuitive
experience that just works across screens.
Well, we've been working really hard at making
those experiences not just possible,
but the new standard for the mobile web.
To show you what this looks like,
my good friend Tom here is going to walk us
through an exploration of google.com search results
on the mobile web, re-envisioned with material design.
So, Tom, let's go ahead and do that search
for "A Starry Night."
Now the first thing that you see here
is that this panel is rendered as a beautiful material-style
You notice the use of color.
The title is on s blue background that was actually
pragmatically matched to the painting.
And if Tom clicks on to expand the card,
you'll notice that it filled the screen
with a continuous animation.
If he scrolls, the header will shrink.
It won't pop into place, but it has a smooth animation
that just makes sense.
Now let's go ahead and click on the suggestion at bottom
to get more of van Gogh's artwork.
And you'll see those search results also smoothly animated
Tom is going to continue to give us
some demo eye candy over here.
And while this is just an exploration that you're seeing,
I want to mention that this is fast, fluid, continuous
animation at 60 frames per second.
This thing just wasn't possible year ago.
We've been working really hard at improving the performance
and predictability of the platform
to make things like this possible.
For example, this demo shows off the work
that we've done on touch latency,
giving you, as a developer, a notice of touch events earlier
in the frame so you have more time to act.
And as Matias mentioned earlier with Polymer,
our UI toolkit for the web, all of you
can build web experiences that feel as awesome as this.
The next big area we've been thinking about
is how to help you multitask.
And we think the Recents feature on Android
is one way we can actually make this easier, especially
as tasks cross both the web and apps, as they often do.
So once again, Tom is going to walk us through the changes
So, Tom, let's go ahead and click
on the Recents icon, the lower right.
Now, as Tom scrolls through, the first thing that you'll notice
is Recents has also been grounded in material design.
You'll notice the overlapping cards
been rendered with realistic shadows and perspective.
But there's another thing going on here
that may not be immediately apparent.
Tom's Chrome tabs are also listed here as well.
He's been researching restaurants to go in SF,
so he has articles from the "New York Times" and the "SF
Chronicle" here as individual items.
You'll notice the site icons or the fav icons there.
As he scrolls back a bit further,
you'll notice he's been researching in the Urban Spoon
He has Docs app open where he's been
collaborating with some friends.
So let's go ahead and click on that doc
and see what your friends have to say.
I've heard great things about state bird provisions.
Let's check out that article here.
Now what you see here as this loads is this
is actually loading as a website in Chrome.
You'll notice the URL up at the top.
Now, if Tom pops it back into Recents,
that page is now listed there, along with all
of his other open stuff.
I want to point out what the big difference is here.
This is a view you couldn't get before today.
If you wanted to get to all your open websites,
you'd have to go into Chrome and kind of flip through them
But by bringing all of your individual Chrome tabs
here and listing them in your Recents view,
we're making it really easy for you
to move between the web and apps, making multitasking
just that much easier.
And last but not least, this change to Chrome
is actually built on top of a new API in L
that allows apps to populate multiple items in Recents.
So for all you app developers, does this kind of thing
make sense for you?
You can make use of it as well.
Going a step further, we're also making it easy
for you to find content using Google search,
whether it's deep in the web or deep in an app.
So last fall we announced app indexing.
As a developer, this capability lets you get your users
to app content directly from the search results page.
Since then, we've been working on a ton of UI improvements
and extending some APIs to make this more powerful.
But let me just give you a quick refresher
of what this capability enables.
So let's go ahead and do a search for Waterbar Restaurant.
I've heard good things about it over by the Embarcadero.
As Tom scrolls through the search results,
you'll see close the top there's a link for the home page
And near the bottom of the screen,
there's-- actually in the middle of the screen,
there's a result for Open Table.
Now what's different about this UI is this link to Open Table,
instead of going to the website, is actually
going to take us to the Open Table app
because Tom happens to have the app installed.
So let's go ahead and click on that link.
And you'll see it takes us directly
to Waterbar within the Open Table app.
Up until now, this was only available
to a few applications.
But today, we're opening it up to all Android app developers
globally, along with some tools to get you started.
And going further, if your app requires your users to sign
in, you'll be able to use Google+ sign-in in the coming
months to have your public content show up in search
You know, we thought this would be
even better if we could help your users rediscover content
that they've already found in your apps.
So we're adding a new API in Google Play services
to do just that.
So let's quickly show you how this works.
Tom found this really cool 3D tour of the Ferry Building
earlier, and he wants to get back to it.
So starting with the search box on his home screen,
he's going to do a search for Ferry Building.
And what you'll notice at the bottom of the screen
is there are search suggestions for Ferry Building
Marketplace in the Google Earth app.
And this is there because this is the app
that he was using when he found that tour before, even if he
himself didn't remember.
With a single click, he'll get taken directly
to the tour of the Ferry Building
within the Google Earth app.
Now, this is possible because the app
is making its content available based
on its user's previous actions.
We just showed you this with Google Earth
that any app that utilizes this new API
will have the same capability.
For developers, we think this is a great way for you
to help your users rediscover content right when
they're looking for it.
And with that, I'll hand it back to Dave,
who is going to take you through some more of the enhancements
you can look forward to in L.
DAVE BURKE: Thanks, Avni.
So we've covered some of the highlights of the user
But there's lots of other user experience improvements in L,
for example, a new keyboard UI, a Do Not Disturb
mode, new quick settings, and much, much more.
But in the interest of time, let's move
on to the second major theme of L, and that's performance.
Let's start with the Android virtual machine.
So you might remember that we made
a very early version of our new runtime,
ART, available as a developer option in KitKat.
Well, we got some really great feedback
from you guys, as well as some excellent open source
contributions from ARM and Intel and MIPS.
And I'm excited to say that we're finally
ready to pull the trigger on this bad boy,
because the L release run exclusively on the new ART
So we wrote ART from the ground up to support a mix of Ahead
of Time Compile, Just in Time Compile, and interpreted code.
And it's truly cross platform.
So it supports ART, x86, and MIPS.
We put a lot of effort into optimizing ART's back end
And this has resulted in a 2x improvement
performance over Dalvik.
And best of all, this one is on us.
You don't have to make a single change.
All of your app code just gets the performance improvement
ART also has a brand new garbage collector and memory allocator.
So this dramatically reduces the number of pauses
and the duration of pauses associated
with a garbage collection event.
As a result, your app runs more smoothly.
So if you take a look, for example,
at Google Maps on both Dalvik and ART,
firsts you'll notice a number of pauses
have reduced from two to one.
But also, the pause duration has reduced
from roughly 10 milliseconds down to about two
to four milliseconds.
So now, it fits comfortably in a vsync window--
no more application stutters.
And there's more.
ART doesn't just bring better performance.
It's also more memory efficient.
So it's smart about when the app is
put into the background, in which case
we'll apply a slower but more intensive
moving collector to save anything from hundreds
of kilobytes to many megabytes.
And finally, ART is fully 64-bit compatible.
In fact, we've adapted and optimized the entire platform
to take advantage of new 64-bit architectures.
So now, you can benefit from larger number of registers,
newer instruction sets, and increased memory addressable
So to take advantage of 64-bit, we've
added support for new ABIs in the NDKs, so ARMv8, x86-64,
and NIP 64.
And of course, if your app is written in Java,
then it will work with absolutely no modification
on u64bit hardware.
OK, so that's CPU performance.
The other side of the coin is GPU performance, graphics.
And I'm really excited about some of the things
that we're doing in L in this area.
So historically, mobile graphics has lagged desktop
by virtue of the fact that mobile GPUs are
smaller and more power constrained.
But that's changing quickly.
Mobile GPU performance is catching up
with console graphics and even PC graphics.
So in L, we specifically wanted to close
the gap between desktop DX11 class
graphics capabilities and mobile.
And we're doing that with something we
call Android extension pack.
So we set out to work with GPU vendors,
including NVIDIA, Qualcomm, ARM, and Imagination Technologies.
And together, we defined the Android extension pack.
So it's a set of features that includes things
like tessellation geometry shaders, is compute shaders,
and advanced ASTC texture compression.
So let's take a look at the Android extension
pack in action.
And what you're about to see is Epic's Unreal Engine 4
desktop rendering pipeline running
on Android L on the latest NVIDIA tablet hardware.
Now, the Android extension pack enables much more advanced
So we can have more realistic environments,
more realistic characters--
--and vastly improved lighting.
So let's go start this up.
[LOUD BOOMING SOUND]
[LOUD BOOMING SOUND]
-You wanna play?
[END VIDEO PLAYBACK]
DAVE BURKE: OK.
So, as I mentioned, this isn't just a cut sceen.
It's actually live.
And we can fly through the world.
Some of the rendering that you saw there was truly incredible.
So there were really amazing reflections
in the water, lighting effects.
Tessellation were being used for the smoke affects.
And starting with the L release in the fall,
you're going to see new, high-end tablets and phones
shipping on Android with this level of graphics capabilities.
So quite literally, this is PC-gaming graphics
in your pocket.
The last performance enhancement I want to take you
through is on battery.
And we've worked hard to make sure
that the battery keeps up with the performance.
And of course, there are a variety
of systems and components that tax the battery
on a modern phone or tablet, so WiFi radios, cell radios, GPS,
CPU, et cetera.
And you might remember we've had some previous efforts
to improve quality on other releases--
so Project Butter for UI smoothness
in Jelly Bean; Project Svelte for memory footprint in KitKat.
Well, on the same team, and brought to you
by those same project naming geniuses,
we have Project Volta.
And the goal of Project Volta is to optimize
how the expensive subsystems of the devices are used
and to improve overall battery life.
So the first thing we did was improve
our instrumentation of battery data.
You can't improve unless you can measure.
So we created the tool that we call Battery Historian.
And it helps you visualize on a time axis the battery usage
Now you can correlate battery discharge
with what was happening to the device at the time.
So, on a Nexus 5 running on Battery Saver mode,
you can extend your battery life by up to 90 minutes of usage
within a typical single day's use.
So, I just gave you a quick, whirlwind tour
of some of the highlights of L, how we're improving the user
experience through steps like improved design,
smarter notifications, and intuitive authentication,
and also the enhancements on the performance side,
so faster runtime, better graphics,
and stronger battery performance.
But I only scratched the surface of L.
And as I mentioned at the start, this
is our biggest release to date.
You're going to find things like better multitasking, Bluetooth
4.1, burst mode camera APIs, USB audio support, and much,
Tomorrow morning, we're going to be making the L developer
preview STK available from developer.android.com
and also posting early system images for the Nexus
5 and Nexus 7 so you can start developing for L today.
So with that, let me hand back to Sundar.
SUNDAR PICHAI: Thank you, Dave.
As Dave said, the L release with 5,000 new APIs
is one of our most comprehensive.
And we're very excited to be sharing it today.
We have a whole new design with L, tons of UX features,
and a whole slew of performance improvements.
When you take a step back and you
look at what we are doing with Android,
the approach we are taking is very unique and distinctive.
We aren't building a vertically integrated product.
What we are doing is building an open platform at scale.
We work with hundreds of partners
globally to bring a product and a platform that
touches billions of people.
And we want to do it in a way in which we are innovating
at a very, very fast pace.
If you take a look at the innovation
that's happening in Android, and if you
look at some of the recent announcements from others,
you can see that things like custom keyboards, widgets--
those things happened in Android four to five years ago.
We are working very, very hard to bring open platform
and innovate on it at an unprecedented scale.
We want to make sure we ship these features to users
as fast as possible.
That's where Google Play services come in.
Google Play services ships every six weeks.
And 90% of our users are on the latest version of Google Play