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  #41  
Old 01-12-2013, 07:51 PM
JBRUU JBRUU is offline
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Quote:
Originally Posted by leonard_dabinski View Post
Yes but don't forget that unlike the ipad4 shield has a screen. Of 720p. Makes a helluva difference
2x pixels doesn't mean you need anywhere near 2x GPU grunt.
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  #42  
Old 01-12-2013, 08:15 PM
Ravensword Lover Ravensword Lover is offline
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Quote:
Originally Posted by JBRUU View Post
2x pixels doesn't mean you need anywhere near 2x GPU grunt.
That's also true, but even jumping from 1920x1080 (Egypt HD off screen) to 2048x1536 (Egypt HD on screen) makes a noticable difference in benchmarks. The FPS wouldn't be doubled, right, but there would be a massive impact on it.
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  #43  
Old 01-12-2013, 08:22 PM
leonard_dabinski leonard_dabinski is offline
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Quote:
Originally Posted by JBRUU View Post
2x pixels doesn't mean you need anywhere near 2x GPU grunt.
It is not 2x the pixel, but 4x as much! Plus, try telling that to the iPad 3. It had 2x the GPU power compared to the iPad 2 but because it was pushing 4x as much pixels it ultimately failed to match the performance of games on the iPad 2 at each of their respective native resolutions.
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  #44  
Old 01-12-2013, 08:33 PM
JBRUU JBRUU is offline
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Quote:
Originally Posted by leonard_dabinski View Post
It is not 2x the pixel, but 4x as much! Plus, try telling that to the iPad 3. It had 2x the GPU power compared to the iPad 2 but because it was pushing 4x as much pixels it ultimately failed to match the performance of games on the iPad 2 at each of their respective native resolutions.
I had an iPad 3. I know what I'm talking about. In the benchmarks with native res, the iPad 3 actually got just a tad higher performance than the 2. It's a result of poor optimization.

The 2x pixel was a general statement; the point was that its not a 1:1 ratio between GPU power and extra pixels.

But this is really a moot point. Being generous, we can roughly say that the Shield is about or slighly below the performance of the iPad 4 taking resolution into account. That's pretty disappointing IMO for a brand new handheld. It does, however, make it significantly more powerful than the Vita. I'd love to see an AC:L port to iOS and maybe Android, maybe once there are more A6 and T4 devices out there it'll become feasible. Plus the added power means that we won't get as many terrible framerate drops as the Vita.

But the AC port is never happening, I'm just dreaming.

Last edited by JBRUU; 01-12-2013 at 08:40 PM..
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  #45  
Old 01-12-2013, 09:08 PM
darkcrayon darkcrayon is offline
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Vendetta Online

http://www.vendetta-online.com

MMORPG Space Combat/Trader sim. I'd really like a game like this for iOS (guess I can dream about the new Elite game coming for iOS eventually). I like Galaxy on Fire in terms of graphics but not gameplay so much (I prefer a cockpit view and more "dogfighty" feel to combat). And the MMO part is something iOS is missing.

They have an Android version but have thus far refused to do an iOS port unfortunately (it is also available for Mac OS X, Windows, and Linux). They've said it was because of the App Store rules against apps downloading code and approvals (they release self-updates like many MMORPGS and all clients must be on the same update). But then they went ahead and released a Windows "Modern UI" version which would seem to have the same issue with the Microsoft store, so I don't know. I was thinking they could just release a separate "universe" for iOS users if that were the case (so all updates would be synchronized regardless of how long Apple takes). Oh well... Seems like they're giving up a lot of potential subscribers.
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  #46  
Old 01-13-2013, 04:40 AM
leonard_dabinski leonard_dabinski is offline
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Quote:
Originally Posted by darkcrayon View Post
Vendetta Online

http://www.vendetta-online.com

MMORPG Space Combat/Trader sim. I'd really like a game like this for iOS (guess I can dream about the new Elite game coming for iOS eventually). I like Galaxy on Fire in terms of graphics but not gameplay so much (I prefer a cockpit view and more "dogfighty" feel to combat). And the MMO part is something iOS is missing.

They have an Android version but have thus far refused to do an iOS port unfortunately (it is also available for Mac OS X, Windows, and Linux). They've said it was because of the App Store rules against apps downloading code and approvals (they release self-updates like many MMORPGS and all clients must be on the same update). But then they went ahead and released a Windows "Modern UI" version which would seem to have the same issue with the Microsoft store, so I don't know. I was thinking they could just release a separate "universe" for iOS users if that were the case (so all updates would be synchronized regardless of how long Apple takes). Oh well... Seems like they're giving up a lot of potential subscribers.
Two reasons they released on Windows RT:

1) cause nVidia told them to do so. They are after all a Tegra-exclusive game on Android and one of the first ever games to feature on Tegrazone (Tegrazone also exists on WIndows RT now).

2) I don't think updates for existing apps have to go through Microsoft once they have already been approved.
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