by DarkSoul » 03 Mar 2012, 11:43
I want to make games for android the next month, but I don't know which phone to buy, so I want your recomendation. I want the phone for game development, but also for calling, play games, etc. I see a phone with Android 4.0, but I don't know if Shiva is compatible with it, is it? What phone is better for game development?
What are the specifications for the game development on android? Polygons, max texture size, etc...
by Fraser » 03 Mar 2012, 12:50
You dont need a super powerful android device. You can go for a low to mid range with android 2.3 or lower. Not many people out there have android 4.
You want to know how your developed software performs on the average device out there. You want to keep the FPS over 30 on the average device at all times.
I got a Medion 4310 phone with android 2.3 on it which was 200 euros, it's fairly good and I'm happy with it. Every day I test my developnig game on it and make sure it never drops below 30FPS.
If you do get a powerful device for development testing then you may want to underclock it to match the performance of a more average device.
Good luck with it all.
by neilb » 03 Mar 2012, 14:26
It's not going to be the best phone for gaming, but it will be OK for daily use, and it won't be expensive.
If you've got the budget and wanted to get a gaming device for daily use, then I'd say get yourself a Galaxy SII or a Galaxy Nexus, both of which are examples of high end devices. You could get a cheap/second hand 800MHz-1GHz, 840x480 any-brand device off eBay just for testing purposes. That would cover you for both extremes.
You generally wouldn't want to use more than about 3,000 to 5,000 polygons for an older gen device (like a typical budget 1GHz phone), and steer clear of too many fancy material features. You'll also notice a framerate reduction if all the textures you use add up to more than 1024x1024 pixels in size. The effect starts off slow, but the framerate will rapidly drop off as the total texture area increases.
Finally, I'd build apps to target Android 2.2 as a minimum. The vast majority of devices run 2.2 or higher, and the only ones less than that are usually the really poor, slow, 1st gen devices. 2.2 was also the first to introduce some significant performance improvements which makes your job a little bit easier.
by pixelsmoke » 03 Mar 2012, 17:03
If you are getting an Android device; Android 4.0 has many good development options. Gingerbread is mainstream. If you get a medium range device, then you can always root it and install 4.0. If you plan to keep this device for a while, then go for something powerful. The way technology is progressing, within a year quad-core phones will become popular. The first quad-core phone is coming soon:
It all depends on how you are going to use it, and your budget. If you plan to develop for it, for like a year, then go for a mid-range phone. Any longer, then a faster phone would make more sense.
- Fresh Boarder
- Posts: 9
by kalango » 03 Mar 2012, 18:25
by error454 » 04 Mar 2012, 10:59
My personal device is quite fast (HTC Vivid) so I leverage my friends and family to get some testing on lower end devices.
by DarkSoul » 05 Mar 2012, 14:10
I think I will buy a phone with Android 2.2, but one more question... if I have an Android 4.0, this S.O have some option for simulate the old S.O? for example the 2.2, this option could be very interesting.
by error454 » 05 Mar 2012, 16:30
by Kummiseta » 30 Mar 2012, 12:48
- Senior Boarder
- Posts: 78
by giggsy » 30 Mar 2012, 18:09
Without knowing the exact price, the Samsung Galaxy S (not S2) should be in the same price range as the Desire, but has better hardware (at least what I can tell from our Shiva-tests) ... so before getting a Desire again, I'd pick the Galaxy.
- Platinum Boarder
- Posts: 1072
- Location: Austria
by dreamora » 30 Mar 2012, 18:59
HTC Desire is 2008 hardware, the Galaxy S is a 2010 CPU and GPU and even it runs in circles around the HTC Desire. The only desires you can consider are the HTC Desire HD, Desire Z and the even newer ones as they have 2010 Qualcomm chips, not 2008 ones.
(I happen to own a HTC Desire for testing as its the weakest and worst hardware reasonably supportable with 3D games)
The Galaxy S is actually the successor chipset to what Samsung built for Apple for the iPhone4 / iTouch4 / iPad1, just with the difference that apple replaced the good GPU in the Hummingbird used in the Galaxy S with a far cheaper and weaker one (SGX540 -> SGX535)
by broozar » 30 Mar 2012, 20:59
if you want to bring console-quality gaming to android devices, go buy an omap 4 or tegra 2/3 (tablet) device. sure those devices have a single-digit market share, but take the nvidia tegra zone for example: a store esp. made for those console-quality games on tegra devices. there are like 10 games in there, and 3 that are playworthy. your app will stand out, and you will get sales. those apps on the tegra zone usually go for 4 to 5 usd. for me, there would be no question where i would try to enter the market.
by DeLouka » 31 Mar 2012, 12:16
Fraser wrote:You want to know how your developed software performs on the average device out there.
Personally I bought a samsung galaxy gio for this matter (android 2.3), which has relatively good specs but is quite cheap, so I figured it could become a performance standard in the next few months/year for lower end devices.
- Junior Boarder
- Posts: 39
by Rotundjere2 » 02 Apr 2012, 04:25
I've tested on HTC Sensation (Adreno 220) the CarGame from shiva sample project which contain alot of polygons & vertex and the FPS is about 60-90 fps
I also have old Motorola Droid (PowerVR SGX 530), it able to run CarGame but only about 5-10 fps
- Junior Boarder
- Posts: 31
by Kummiseta » 02 Apr 2012, 07:13
- Senior Boarder
- Posts: 78