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?

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