I want to use a texture atlas of 2048 x 2048 in my game, and I would like to warn the users with a "too low" device to not download the game.
With a texture atlas of this size, what requirements should I say, on ANDROID ?
This image (source : https://stackoverflow.com/questions/10392027/recommended-limit-for-memory-management-in-cocos2d ) shows the requirements for IPHONE, what about for ANDROID : 512Mo minimum, with a 1GHz, is a correct requirement ?
Thanks for your answer
Answer
You'll be okay to ship your game to majority of your users with a configuration like that. Even the fairly old (nearly 3 years now) old Samsung Galaxy Captivate will run with a texture resolution of that size. You won't have too many issues supporting almost any device like that (I can't think of any off the top of my head. Okay, that's a lie... maybe the HTC Drean. However, that being said if you want to prevent random crashes and the like when a user OPENS your app - do yourself a favour and query for GL_MAX_TEXTURE_SIZE. This will return the maximum texture dimension you can use and if it's less than 2048 you can throw a warning to your user stating gameplay probably won't work or you can load some alternative assets if that's possible for your game that might work for the game at a lower resolution, scale, or with some effects missing. The choice is yours!
Edit: We're in 2015 now; nearing 2016. You can safely assume most devices will support such an atlas.
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