Need opinions on supported devices for Gravonaut
NexusGameStudio
Member Posts: 265
I have a dilemma for Gravonaut... There seems to be quite a few people who are wanting to play the game on older devices, mainly iPod Touch 2nd gen. Now Gravonaut is playable on the Touch 2nd gen pretty decently, however it can be frustrating on the iPhone 3G since there is some lag (regardless of the optimizations). Apple used to have the option to select specific devices but now its either ArmV6 or ArmV7 processors is the only selection available. If I allow ArmV6 then I may get iPhone 2G/3G users which would be unfair to them and may hurt us in user reviews.
The issue is, do I allow ArmV6 and get those people the option to play the game WITH a warning describing the lower performance (as well as have some default settings for ArmV6 users for best performance) so that Touch 2G users can use, but risk iPhone 2G/3G users?
What do you think? Also is there an option still somewhere to allow Touch users but not iPhone 2G/3G users?
The issue is, do I allow ArmV6 and get those people the option to play the game WITH a warning describing the lower performance (as well as have some default settings for ArmV6 users for best performance) so that Touch 2G users can use, but risk iPhone 2G/3G users?
What do you think? Also is there an option still somewhere to allow Touch users but not iPhone 2G/3G users?
Comments
One option would be to try and figure out where the bottlenecks are, and if possible, remove them for the lower spec devices.
You could use tshirt's 'Find out what device the player's using' technique to determine what is fluff and what isn't.
MAybe that'll help - not sure!
Good luck!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Ace
Possibly use non retina graphics if phone generates less squares?
Ace
The options right now to make it run "decent" on iPhone 3G is disable music and disable the "scan lines" effect I have on screen to get a tolerable framerate (around 40 fps depending on level). Regardless the load times are a bit on the long side on ArmV6 devices.
I would like to try it out but I'm just afraid of pissing people off from the lower performance on their device.
Also - what format are you using for the audio and what bitrate? And is it mono? (stereo files effectively double the memory footprint and will affect performance).
Hope that helps!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Keep in mind however, the frame difference with audio and no audio is about 2fps.
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Cheers
Cheers
scoots