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testing my game, currently very sluggish on 3G, worth the time to fix?

01-07-2011, 10:14 AM
#1
Joined: Jan 2011
Location: Myrtle Beach, SC
Posts: 269
testing my game, currently very sluggish on 3G, worth the time to fix?

I'm about 95% done with my first iPhone game and I'm currently testing it on a 3G, 3GS and 4. It's a game with heavy physics (angry birds would probably be the closest example I can think of). Anyway, right now it works perfect on 4, only hitches very slightly on 3GS when there is a lot going on but the 3G is having a real hard time running the game.

My question is, how much is it worth my time to try and optimize for 3G at this point? I'm not sure if that's even possible without gimping a lot of the physics / levels.

Are most of you still seeing a huge 3G playerbase or have most migrated to 3GS / 4?

Games: Boom Boat | Boom Boat 2
Developer: Razoric.com
Social: Twitter | Facebook

Last edited by Razoric; 01-07-2011 at 12:53 PM.
01-07-2011, 10:22 AM
#2
107k sessions last 30 days.
5k sessions on iPhone 3G
5k sessions on iPod Touch 2G

Looks like about 10% of my player base is still on arm6 devices.

No one sells Arm6 devices since about 3-4 months ago. I'm also thinking of dropping it within the next 6 months.

01-07-2011, 10:34 AM
#3
Joined: Dec 2009
Location: Berlin, Germany
Posts: 1,674
get it running smoothly on 3gs and you should be fine.. at one point you can't support everything as a small developer.. but being iphone4 only will be hard since there are still alot of last gen devices around and a 3gs is still very fast
01-07-2011, 10:38 AM
#4
According to some feedbacks of our games.
Retina graphics on iP4/Touch4 are more important than running speed.

Quote:
--- Game: Chinese Zombies 3D ARPG! Click To iTunes Store
--- Game: Robot Bros. 3D Action+Puzzle Game! Click To iTunes Store
---------- 108km Game Studio ----------
01-07-2011, 11:05 AM
#5
Joined: Nov 2010
Posts: 274
Quote:
Originally Posted by MrBlue View Post
107k sessions last 30 days.
5k sessions on iPhone 3G
5k sessions on iPod Touch 2G

Looks like about 10% of my player base is still on arm6 devices.

No one sells Arm6 devices since about 3-4 months ago. I'm also thinking of dropping it within the next 6 months.
Thanks for this. Very enlightening.

And I've just been working on a fix for a crash on iPod 2G for my game.
01-07-2011, 11:47 AM
#6
Joined: Dec 2009
Location: Berlin, Germany
Posts: 1,674
Quote:
Originally Posted by crazygambit View Post
Thanks for this. Very enlightening.

And I've just been working on a fix for a crash on iPod 2G for my game.
well there is a difference between a crash and poor performance..


as for cpu isnt the 3gs also arm6 based just higher clocked than the 3g?
01-07-2011, 12:19 PM
#7
Joined: Nov 2010
Posts: 274
Quote:
Originally Posted by mr.Ugly View Post
well there is a difference between a crash and poor performance..
Is there? It sounds like the game is pretty much unplayable on a 3G, which is probably just as bad as a crash. Plus he's sure to put that the 3G is not supported if he decides against optimizing.
01-07-2011, 12:49 PM
#8
Joined: Jan 2011
Location: Myrtle Beach, SC
Posts: 269
Yeah the biggest problem with the 3G is even when nothing is going on the framerate clocks at 45-50 fps. And once the explosions / physics kick in, depending on how much is on screen, the framerate can dip below 10 fps, sometimes to 3-4 fps.

I'm not really sure how I'm going to optimize for something like that. I've already done a lot of optimization to get it to run smoothly on 3GS but it's had really no effect on 3G performance.

Games: Boom Boat | Boom Boat 2
Developer: Razoric.com
Social: Twitter | Facebook

Last edited by Razoric; 01-07-2011 at 12:51 PM.
01-07-2011, 01:05 PM
#9
Quote:
Originally Posted by Razoric View Post
Yeah the biggest problem with the 3G is even when nothing is going on the framerate clocks at 45-50 fps. And once the explosions / physics kick in, depending on how much is on screen, the framerate can dip below 10 fps, sometimes to 3-4 fps.
Consider dropping the target frame rate to 30fps, that often produces a considerable speed up. Also if you're firing off any fancy explode effects or whatever, could you tone them down?

Alien Swing is available from the App Store now!
Follow my development blog at Mr Jack Games
01-07-2011, 01:08 PM
#10
Joined: May 2010
Location: Lincoln, UK
Posts: 344
I have a reduced version of a background particle effect to enable my game to run at 60 fps on an iPhone 3G. I did have a few other effects that I automatically swapped out depending on version, but optimisation meant they were not required in the end.

Based on MrBlue's figures, you may be losing 10% of your sales, but would it add 10% to your development time? That is a starting point for your decision.