Thank, 2.2 sounds good. I dont want to build a game that runs on all hardware, just the top range hardware, since fixed function looks like crap in nowadays shader world.
Where would I find an accurate OS/device market share list? On Oct 16, 1:33 pm, Nightwolf <mikh...@gmail.com> wrote: > Results are pretty good. However iPhone 4 has higher resolution (960 > by 640) so in some cases it'll be harder for it to compete. > BTW Samsung Galaxy S gets Android 2.2 in Europe. > Anyway there are only 33% of Android 2.2 phones. And only few of them > are Samsung. If your game will run smooth only on one device you won't > get large install base. > > On 14 ÏËÔ, 18:22, Tudor Tihan <tudorti...@gmail.com> wrote: > > > > > Thank you all for your answers. > > > @Nightwolf: That link was much appreciated. I also found this > > benchmark comparison, how do the results > > look to > > you:http://www.glbenchmark.com/compare.jsp?benchmark=glpro11&showhide=tru...) > > > @Andy: > > > On Oct 14, 12:32šam, Adam Hammer <adamhamm...@gmail.com> wrote: > > > > I do mine on a N1. > > > > 2.2 is a target if you want to support ES2.0. You can do so in 2.1 but > > > it'll be a headache using the NDK for such. [...] > > > Can you give me a bit more details on this? The only high performance > >phone > > I can get in my country (Romania) is the Samsung Galaxy S, but it is > > 2.1. > > I am interested in making use of shaders in a character detailed 3D > > video game > > with lots of particle effects. What sort of pain would I get myself > > into if I bought thatphone? -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en