What percentage of Android devices has reasonable OpenGL performance?
There are many low-end Android devices that have really miserable OpenGL performance, like the HTC Wildfire. Ho开发者_JAVA百科w can I figure out what percentage of the users has such devices with bad OpenGL performance?
These two links should help:
Android screens and densities
Android Platform Versions
Usually, those with older versions of android (1.x) and small screen sizes are the ones with low-end hardware.
You can't figure that out, unless you have accurate statistics.
I'm recommending (instead of trusting statistics) that you should have a target device as your goal when you're developing. For example -> G1, Hero, Nexus One, Nexus S etc...
Make your application work on the target device and after that you can continue building on your application based on its behaviour from your target device.
Think of android game development like PC game development. If the user's device is slower than the device you developed for, make sure you have a settings implementation that allows them to reduce the quality of the game.
Creating a little benchmark would help too, just run the camera through a typical scenario in the game and assess the fps at the end to decide on quality.
It doesn't even need to be that complex, just 3 levels of quality maybe, based on lighting/textures: low, medium, high.
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