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#1761
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I was surprised how much the performance jump from 3G to 3GS was, while the jump from 3GS to 4 was rather a non jump when you take resolution into consideration - like iPad 2 to iPad 3.
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#1762
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Each configuration scales to the given device more or less. But that's the idea, let the user set their options as they wish. However, don't expect to run dynamic soft-shadows on a 3GS device. XD |
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#1763
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Please work on making this a universal release. A strong selling point....
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#1764
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For the iPad3 we are not running the game at retina resolution. We are running the game at 1024*768 (upscaled to fill the entire screen) with hardware MSAA and FXAA (as a post-filter) to avoid aliasing. Still miles faster than running at full resolution without AA. For the iPad2, we are running at native resolution (1024*768) with FXAA.
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#1765
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#1766
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I applaude devs going universal. But strong selling point, not really, as you only make those happy who own both, while the others feel like they pay extra for a second device they do not own.
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#1767
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Thank you.
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Anyway, it's a win win for players with a single device or a multiple devices, it doesn't matter. |
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#1768
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#1769
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That is as long as the developer takes care to optimize each version for the device. Then all those who would never think about getting an iPad ever could profit from still only paying half the price. And much better, there would be no need for them to download iPad Retina assets (which can be rather huge). And universal is not better all the time. To save hassle either the versions are just scaled or the iPad version uses the extra space for useless decoration instead of having the UI optimized for both. Not a big deal if you have a huge name, take lke $9.99 anyway and UI compared to licence is jsut a very small part of development. For our travel apps I wish we never went universal. If we put all the stuff in for retina resolution the app goes up to 200-300MB , which the iPhone users load too. Or we do our own downloading routine that puts some 100-200MB trafiic on our server for every iPad 3 user. There would be an easy solution, like adding universal support as InApp purchase with the additional assets being on Apple's servers. Last edited by kukulcan; 05-26-2012 at 06:12 AM.. |
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#1770
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Yesterday, we've managed to keep hard shadows from not blowing away the 3GS devices. It will be hard to do full scene shadows on the iPad1 (which is the most difficult one to optimize due to the large screen size). What I'm probably going to do is render the screen at 70% and upscale, that will really improve rendering speed. Then I'll see how performance goes like that, if good, I'll will leave hard shadows on the iPad1 enabled by default.
I've also put two guys optimizing scenes assets. We will end up having two versions of the most heavy-critical assets. There's some other stuff that low-end devices may be missing by default, which are motion blur, refraction, reflections, to name a few. By default, the game will detect your device and automatically choose the correct asset for you, but you can still switch quality as you wish. From there, I'm not responsible for slowdowns or crashes. :P |
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