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.
Yes, it's a pain, but please _do_ support the older devices at least for one year I'd say if you can.
3GS & 4 has the same 3d chip.
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.
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.
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.
I found this method:
http://stackoverflow.com/questions/1108859/detect-the-specific-iphone-ipod-touch-model (http://stackoverflow.com/questions/1108859/detect-the-specific-iphone-ipod-touch-model)
It'd be cool if this was built into GLBasic! ;/
Thanks