I thought I'd provide an interesting look at how well
LoadBitmapSample works.
My current Game App that I'm working on generates a Release APK of 10MBytes in size.
The App has the following bitmap sizes [in pixels] (quantity in parentheses):
(1) 1500x750
(1) 1280x1616
(1) 1280x866
(1) 996x129
(1) 857x277
(1) 534x854
(4) 690x282
(4) 282x282
(12) 460x320
(2) 160x160
(2) 150x75
(1) 380x180
[The following is performed in Debug(Legacy) mode to be able to see when the downsampling occurs]:
Prior to using
LoadBitmapSample, and without using this line in the Manifest:
SetApplicationAttribute(android:largeHeap,"true"),
I could only change the orientation of my Samsung Galaxy S3
once 
before there was extensive downsampling of images due to lack of memory (on the
second orientation change). This also caused the GS3 to hang badly enough that I had to remove the battery to reset the device.
By adding the
SetApplicationAttribute(android:largeHeap,"true") line to the Manifest, I was able to increase the number of orientation changes to six before downsampling occurred on the
7th 
orientation change.
I then changed ALL of my bitmap loads to
LoadBitmapSample, yielding the following greatly improved results:
Without the "
largeHeap" line in the Manifest, I was able to achieve 11 orientation changes before getting an
OutOfMemoryError on the
12th 
orientation change.
AND ... by adding the "
largeHeap" line to the Manifest, with all bitmap loads using
LoadBitmapSample, I was able to increase to
33 ORIENTATION CHANGES before getting an
OutOfMemoryError on the
34th ORIENTATION CHANGE.
WOW!! 



Your Apps may give somewhat different results, but if you've shied away from using
LoadBitmapSample, this shows how well it helps stave-off memory errors when loading bitmaps.