Games look lovely on newer iDevices, suck on older iDevices

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Wampus

Just a vent thread really. Join in if you've felt the pain I am about to describe!

So, after a break/illness that lasted too long I am very close to releasing an initial game for iDevice. It looks lovely on a 3GS with 60FPS and interesting visual FX. 1st & 2nd generation iPhone/iPod Touch? Annoying! They can only manage a steady 30FPS with the best visual FX removed. Its still very playable but I'm disappointed. The same goes for my other two projects - if I want anything fancy I have to take an FPS hit to 30FPS (at least) on 1st & 2nd generation.

Kitty Hello

Yes, it's a pain, but please _do_ support the older devices at least for one year I'd say if you can.

ampos

check my web and/or my blog :D
http://diniplay.blogspot.com (devblog)
http://www.ampostata.org
http://ampostata.blogspot.com
I own PC-Win, MacBook 13", iPhone 3G/3GS/4G and iPAC-WinCE

Slydog

I know this has been asked before, but is there any way to check which iDevice is being used?
Could be useful for enabling / disabling features to get the best performance / presentation possible.
My current project (WIP) :: TwistedMaze <<  [Updated: 2015-11-25]

Wampus

Quote from: Slydog on 2010-Nov-10
I know this has been asked before, but is there any way to check which iDevice is being used?
Could be useful for enabling / disabling features to get the best performance / presentation possible.

That could be helpful but in the case of multitasking (e.g. a Skype call while playing a game) there may be a performance hit even if the device is quite new. That's been concerning me, so, to determine what quality settings to use I'm currently using a hidden assessment: When a game app is started the company logo screen is displayed. During this time some very quick tests are made to determine how much CPU/GPU I have at my disposal. The settings can be automatically adjusted from low, medium or high quality as a result and should be correct. If there is a problem they can always be changed by the user manually afterwards if need be.


Quote from: Kitty Hello on 2010-Nov-10
Yes, it's a pain, but please _do_ support the older devices at least for one year I'd say if you can.

I will. At least a year.

bigsofty

Quote from: Slydog on 2010-Nov-10
I know this has been asked before, but is there any way to check which iDevice is being used?
Could be useful for enabling / disabling features to get the best performance / presentation possible.

Simplest would be to try an OpenGL ES 2 call and look for an error? I don't have access to a Mac just now to try it.
Cheers,

Ian.

"It is practically impossible to teach good programming style to students that have had prior exposure to BASIC.  As potential programmers, they are mentally mutilated beyond hope of regeneration."
(E. W. Dijkstra)

Slydog

My current project (WIP) :: TwistedMaze <<  [Updated: 2015-11-25]