Hi all,
Currently, we're using a modified version of OpenAL Soft in Android and it provides _almost_ low latency audio playing.
And for some time, I want to move OpenSL ES for lower latency audio, for smaller binary size, for easy debugging and to get rid of Java dependency. But it requires Android 2.3. Currently the distribution of 2.2 is about ~12.9% and decreases steadily [1]. For example, in 04/2012 it was about ~%23. It may be even lower for users who usually play games on their Android devices.
My questions are:
1. Do you have Android 2.2 dependency?
2. Is it ok for you if you lose ~12.9% of market?
Thank you
[1]
http://developer.android.com/about/dashboards/index.html
Comments
So, although it is not a show stopper, I probably would not like to see Android 2.2 support go away, not for now.
But that's just my vote
@ar2rsawseen: If you want to upgrade the HTC Desires, HTC does have upgrade firmwares but they are not automatic OTA updates so have to be done manually. See here.
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@phongtt I don't think it would be possible, even if it is, I doubt it would pay off.
I guess this question is basically either on or other
http://stackoverflow.com/questions/6671973/opensl-on-android-2-1
Website: http://www.castlegateinteractive.com
https://play.google.com/store/apps/developer?id=Castlegate+Interactive
It seems there are two options:
1. Try to support both.
2. Wait some more (maybe end of this year?) and then drop Android 2.2 support.
BTW based on link you've given @atilim
OpenGL (v1.1 only) distribution is only 9.2%, so what does it depends on? Not android version nor armv6 processor?
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@atilim: It seems there is way to use OpenSL with 2.2, maybe it could be a good idea meanwhile...
http://stackoverflow.com/questions/6671973/opensl-on-android-2-1
[edit: Oops! I've seen that @ar2rsawseen has already posted this link]
What is the line between them and wouldn't 2.0 version make your life easier?
And about this topic, how hard would it be to support both options? How much time would it cost you or what features would it cost us (that you could have implemented in that time?)
But moving to OpenGL ES 2.0 means dropping support for iPod Touch 2nd gen and iPhone 3G.
And that dropping Android 2.2 is a greater problem than that. But I might be mistaken, are there any statistics on this?
http://www.learn-cocos2d.com/2012/03/ios-sales-statistics-q1-2012-split-by-model-opengl-es-2-0-support/
about 20% has OpenGL ES 1.1, but that was the first quarter, before new Iphone/Ipod release. These numbers could have changed drastically
That was again offtopic, sorry for that, but if we are discussing these ideas of dropping support for different devices, than I think we could discuss all of them.
Edited:
Heres the latest result from Q3
now it's about 15%
http://www.learn-cocos2d.com/2012/08/apple-device-sales-statistics-q3-2012-including-macs/
It's very important to support as many devices as possible, one of the keys of Angry Birds is they target Android 1.6, so "everybody" can play it.
Working with a 3D engine then I would understand the benefits of using fragment and vertex shaders.
Yes, you can do nice 2D effects with shaders but working only on 2D I can't see a good reason to dropping support for several iOS and Android devices just for that.
Only my opinion.
@Javi I'd like to see AngryBirds running on Android 1.6 if they are slow as hell on my Android 2.3 LG P500
Well nobody's dropping anything yet, but OpenGL ES 2.0 will offer more than shaders, as better anti-alizing, render to texture, probably better performance and some other features I am not aware yet.
I'm not fond of dropping support for devices myself and am concerned about it, but before making this decisions I want to know all options inside out, all limitations and features each option could give
When Angry Bird was first released, most probably the distribution of 1.6 was really high. But I think this is not the case today and if you look at latest games on Google Play, they mostly target 2.2+. Yes, I agree. But when the distribution of OpenGL ES 1.1 devices drops below a threshold (I don't know what it is), it's safe to stop supporting these devices and move on with new technology.
From our dev side in Indonesia, lowest ios device we must support is iPhone 3gs and iPad 1 (both are armv7 and opengl es2 capable), since iphone 3gs is still being sold until now in here.
And in Indonesia, cheap Android device is quite popular, that means we must support armv6 devices. Fortunately, while being armv6 devices, almost all of the gpus of cheap android support opengl es2. Samsung have biggest share of android here in Indonesia, and their line of android devices offering right now are all armv7 cmiiw
Imo my suggestion is to switch to opengl es 2 while maintaining android 2.2 support and armv6 for android. However dropping armv6 for ios should be safe now.
http://www.nightspade.com
Dev suggests to drop Android 2.2 support, but community decides to drop support for older IOS devices.
Only in GiderosMobile forums - We Know Drama!!
And thank you all for the suggestions. I may rise this discussion again after a couple months later
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