Home
Reviews
Forums
New Games
Podcast
• submit tip •
  #1761  
Old 05-26-2012, 12:43 AM
kukulcan kukulcan is offline
Senior Member
 
Join Date: Jan 2009
Posts: 205
Default

Quote:
Originally Posted by bebo_beta2002 View Post
woow...so the game nw will run on 3gs??
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.
Reply With Quote
  #1762  
Old 05-26-2012, 12:52 AM
tatoforever tatoforever is offline
Senior Member
iPad 2, iOS 5.x
 
Join Date: May 2009
Location: Montréal
Posts: 1,402
Default

Quote:
Originally Posted by Sidgoku123 View Post
yeah i'll not be missing out on your game for sure.
on another note what do you think about allowing players to adjust the visual quality like soft shadows and filtering mode and stuff,that way you would not have to optimise the game for each and every device.
Basically, we have two rigs one for low end devices and one for high-end.
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
Reply With Quote
  #1763  
Old 05-26-2012, 01:02 AM
Wediafom24 Wediafom24 is offline
Senior Member
iPhone 5, iOS 6.x
 
Join Date: Nov 2010
Location: San Francisco, CA
Posts: 1,487
Default

Please work on making this a universal release. A strong selling point....
Reply With Quote
  #1764  
Old 05-26-2012, 01:03 AM
tatoforever tatoforever is offline
Senior Member
iPad 2, iOS 5.x
 
Join Date: May 2009
Location: Montréal
Posts: 1,402
Default

Quote:
Originally Posted by kukulcan View Post
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.
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.
Reply With Quote
  #1765  
Old 05-26-2012, 01:04 AM
tatoforever tatoforever is offline
Senior Member
iPad 2, iOS 5.x
 
Join Date: May 2009
Location: Montréal
Posts: 1,402
Default

Quote:
Originally Posted by Wediafom24 View Post
Please work on making this a universal release. A strong selling point....
That's the plan, one game for multiple devices.
Reply With Quote
  #1766  
Old 05-26-2012, 01:13 AM
kukulcan kukulcan is offline
Senior Member
 
Join Date: Jan 2009
Posts: 205
Default

Quote:
Originally Posted by Wediafom24 View Post
Please work on making this a universal release. A strong selling point....
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.
Reply With Quote
  #1767  
Old 05-26-2012, 02:02 AM
Wediafom24 Wediafom24 is offline
Senior Member
iPhone 5, iOS 6.x
 
Join Date: Nov 2010
Location: San Francisco, CA
Posts: 1,487
Default

Quote:
Originally Posted by tatoforever View Post
That's the plan, one game for multiple devices.
Thank you.

Quote:
Originally Posted by kukulcan View Post
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.
I don't think you understand what universal is. Its the ability to download a single app across all devices without any restrictions. Look at Rockstar's GTA3 and Max Payne.
Anyway, it's a win win for players with a single device or a multiple devices, it doesn't matter.
Reply With Quote
  #1768  
Old 05-26-2012, 03:37 AM
Sidgoku123 Sidgoku123 is offline
Senior Member
iPod Touch (4th Gen), iOS 4.x
 
Join Date: Apr 2012
Posts: 661
Default

Quote:
Originally Posted by tatoforever View Post
Basically, we have two rigs one for low end devices and one for high-end.
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
yeah soft shadows are power consuming.well I don't really think we need that for lower end devices,but please manage a good framerate,It really is important.
Reply With Quote
  #1769  
Old 05-26-2012, 06:02 AM
kukulcan kukulcan is offline
Senior Member
 
Join Date: Jan 2009
Posts: 205
Default

Quote:
Originally Posted by Wediafom24 View Post
I don't think you understand what universal is. Its the ability to download a single app across all devices without any restrictions. Look at Rockstar's GTA3 and Max Payne.
Anyway, it's a win win for players with a single device or a multiple devices, it doesn't matter.
I think I do. Would there be freedom to do all versions that would be perfect. Let's say a developer would sell the iPhone version for $1.99, the iPad for $2.99 and just to be nice the universal version for $3.99.

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..
Reply With Quote
  #1770  
Old 05-26-2012, 10:25 AM
tatoforever tatoforever is offline
Senior Member
iPad 2, iOS 5.x
 
Join Date: May 2009
Location: Montréal
Posts: 1,402
Default

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
Reply With Quote

Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


iPhone Game Reviews | iPhone Apps

All times are GMT -5. The time now is 04:12 AM.