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	<title>Comments on: Fake Steve: The Issue With Android (Rebuttal)</title>
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		<title>By: Franklin Zell</title>
		<link>http://phandroid.com/2009/10/20/fake-steve-the-issue-with-android-rebuttal/#comment-293428</link>
		<dc:creator>Franklin Zell</dc:creator>
		<pubDate>Wed, 08 Dec 2010 05:28:53 +0000</pubDate>
		<guid isPermaLink="false">http://phandroid.com/?p=6216#comment-293428</guid>
		<description>I&#039;ve to say that I like this website. I felt compelled drop a comment and say what a sweet position you have performed. I want alot more sites would put so much work into their website. Maintain the posts coming</description>
		<content:encoded><![CDATA[<p>I&rsquo;ve to say that I like this website. I felt compelled drop a comment and say what a sweet position you have performed. I want alot more sites would put so much work into their website. Maintain the posts coming</p>
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		<title>By: suhail khan</title>
		<link>http://phandroid.com/2009/10/20/fake-steve-the-issue-with-android-rebuttal/#comment-82144</link>
		<dc:creator>suhail khan</dc:creator>
		<pubDate>Sat, 13 Feb 2010 21:15:17 +0000</pubDate>
		<guid isPermaLink="false">http://phandroid.com/?p=6216#comment-82144</guid>
		<description>damn sexy!!</description>
		<content:encoded><![CDATA[<p>damn sexy!!</p>
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		<title>By: Pazu</title>
		<link>http://phandroid.com/2009/10/20/fake-steve-the-issue-with-android-rebuttal/#comment-81552</link>
		<dc:creator>Pazu</dc:creator>
		<pubDate>Thu, 11 Feb 2010 07:21:30 +0000</pubDate>
		<guid isPermaLink="false">http://phandroid.com/?p=6216#comment-81552</guid>
		<description>You have all missed a big issue and that is screen size. The resolution-race that have been on the PC-side has been toe-to-toe with the screen size-race. I dont see that it can be represented on the mobile phones market because of the fact that we DONT WANT bigger phones (look at HTC Touch HD, what a joke).

I personally wouldnt mind if my future iphone (got a 3GS now) was a HVGA phone with OLED, super ultra 3D-accelleration, mkv-supporting, x/h264-rescaling-decoding-resizing-enabled and so on..

The problem is that i need to jailbraik my iPhone to make most of it, so if it gets harder and harder with new versions, ill go over to Android. But even on that platform i would like to see a standardisation when it comes to resolution (preferably to HVGA, but i could settle for a bigger one, as long as it becomes a STANDARD!)</description>
		<content:encoded><![CDATA[<p>You have all missed a big issue and that is screen size. The resolution-race that have been on the PC-side has been toe-to-toe with the screen size-race. I dont see that it can be represented on the mobile phones market because of the fact that we DONT WANT bigger phones (look at HTC Touch HD, what a joke).</p>
<p>I personally wouldnt mind if my future iphone (got a 3GS now) was a HVGA phone with OLED, super ultra 3D-accelleration, mkv-supporting, x/h264-rescaling-decoding-resizing-enabled and so on..</p>
<p>The problem is that i need to jailbraik my iPhone to make most of it, so if it gets harder and harder with new versions, ill go over to Android. But even on that platform i would like to see a standardisation when it comes to resolution (preferably to HVGA, but i could settle for a bigger one, as long as it becomes a STANDARD!)</p>
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		<title>By: hazydave</title>
		<link>http://phandroid.com/2009/10/20/fake-steve-the-issue-with-android-rebuttal/#comment-65274</link>
		<dc:creator>hazydave</dc:creator>
		<pubDate>Thu, 03 Dec 2009 07:50:49 +0000</pubDate>
		<guid isPermaLink="false">http://phandroid.com/?p=6216#comment-65274</guid>
		<description>These issues, of course, are also present on the iPhone. An application written to push the 3GS hard is going to suck on the 3G, 2G, and original. Particularly anything used 3D. Hard to criticize the DROID vs. other Android phones for this, when the iPhone has precisely the same issues. The 3GS also has twice the RAM (256MB vs. 128MB) versus the other phones (and iPodden)... that suggests things that fit on the 3GS may simply not fit on the older iPhones.  A multitasking phone might actually tap the extra RAM just to keep more apps going, but iPhones don&#039;t do that... so that extra RAM must be used for something, eh?

Then there&#039;s screen size... Apple can&#039;t have it both ways. Either they&#039;re set at 480x320 forever, or they&#039;re going to have the same issues of adaptation to new resolutions. Only, this isn&#039;t known from the beginning, while with Android, it was. 

So one way or another, the iPhone is going have &quot;you suck&quot; problems going forward. If they can&#039;t match the higher resolution screens that EVERY other high-end phone is using, bad move. If they do go to that screen, now apps become even more segregated. 

Or maybe, like Android, iPhone apps also use this amazing new invention called AN OPERATING SYSTEM. You don&#039;t assume screen size, you ASK about screen size, and make simple adjustments accordingly. This has been done on personal computers for several decades now.. don&#039;t ya bet that at least a few &quot;phone&quot; developers were present for that party, too?</description>
		<content:encoded><![CDATA[<p>These issues, of course, are also present on the iPhone. An application written to push the 3GS hard is going to suck on the 3G, 2G, and original. Particularly anything used 3D. Hard to criticize the DROID vs. other Android phones for this, when the iPhone has precisely the same issues. The 3GS also has twice the RAM (256MB vs. 128MB) versus the other phones (and iPodden)&hellip; that suggests things that fit on the 3GS may simply not fit on the older iPhones.  A multitasking phone might actually tap the extra RAM just to keep more apps going, but iPhones don&rsquo;t do that&hellip; so that extra RAM must be used for something, eh?</p>
<p>Then there&rsquo;s screen size&hellip; Apple can&rsquo;t have it both ways. Either they&rsquo;re set at 480&times;320 forever, or they&rsquo;re going to have the same issues of adaptation to new resolutions. Only, this isn&rsquo;t known from the beginning, while with Android, it was. </p>
<p>So one way or another, the iPhone is going have &ldquo;you suck&rdquo; problems going forward. If they can&rsquo;t match the higher resolution screens that EVERY other high-end phone is using, bad move. If they do go to that screen, now apps become even more segregated. </p>
<p>Or maybe, like Android, iPhone apps also use this amazing new invention called AN OPERATING SYSTEM. You don&rsquo;t assume screen size, you ASK about screen size, and make simple adjustments accordingly. This has been done on personal computers for several decades now.. don&rsquo;t ya bet that at least a few &ldquo;phone&rdquo; developers were present for that party, too?</p>
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		<title>By: Hank</title>
		<link>http://phandroid.com/2009/10/20/fake-steve-the-issue-with-android-rebuttal/#comment-61995</link>
		<dc:creator>Hank</dc:creator>
		<pubDate>Fri, 20 Nov 2009 00:49:48 +0000</pubDate>
		<guid isPermaLink="false">http://phandroid.com/?p=6216#comment-61995</guid>
		<description>One more thing, I like what you said about options.  I too like the iPhone, but it&#039;s just not for me.  I don&#039;t want to use iTunes...heck it&#039;s not even available on my OS (Linux).  I need a phone that can be synced with a generic USB Mass Storage connection and used within a generic MP3 environment (Amarok).  I want to be able to upgrade my MicroSD card instead of the entire phone.  Perhaps I am an oddball with my geeky Linux OS, but the Android addresses that.  My Verizon Commercial: &quot;The Droid works with Linux...iDon&#039;t&quot;</description>
		<content:encoded><![CDATA[<p>One more thing, I like what you said about options.  I too like the iPhone, but it&rsquo;s just not for me.  I don&rsquo;t want to use iTunes&hellip;heck it&rsquo;s not even available on my OS (Linux).  I need a phone that can be synced with a generic USB Mass Storage connection and used within a generic MP3 environment (Amarok).  I want to be able to upgrade my MicroSD card instead of the entire phone.  Perhaps I am an oddball with my geeky Linux OS, but the Android addresses that.  My Verizon Commercial: &ldquo;The Droid works with Linux&hellip;iDon&rsquo;t&rdquo;</p>
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		<title>By: Hank</title>
		<link>http://phandroid.com/2009/10/20/fake-steve-the-issue-with-android-rebuttal/#comment-61987</link>
		<dc:creator>Hank</dc:creator>
		<pubDate>Fri, 20 Nov 2009 00:07:32 +0000</pubDate>
		<guid isPermaLink="false">http://phandroid.com/?p=6216#comment-61987</guid>
		<description>I&#039;ve never had a problem with the multiple resolutions...I mean you already have to code for portrait and landscape, so there&#039;s no reason to hard code any sizes.  That being said, I&#039;ve had lots of users complain about the trackball controls in my games.  I developed my games on my G1 to work perfectly...and then it acts &quot;glitchy&quot; on my wife&#039;s G1, so I can&#039;t imagine how different the other phones are.  I think that just shows how bad an idea trackballs are.  Just give D-Pads, it&#039;s hard to mess that up.</description>
		<content:encoded><![CDATA[<p>I&rsquo;ve never had a problem with the multiple resolutions&hellip;I mean you already have to code for portrait and landscape, so there&rsquo;s no reason to hard code any sizes.  That being said, I&rsquo;ve had lots of users complain about the trackball controls in my games.  I developed my games on my G1 to work perfectly&hellip;and then it acts &ldquo;glitchy&rdquo; on my wife&rsquo;s G1, so I can&rsquo;t imagine how different the other phones are.  I think that just shows how bad an idea trackballs are.  Just give D-Pads, it&rsquo;s hard to mess that up.</p>
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		<title>By: Mike L</title>
		<link>http://phandroid.com/2009/10/20/fake-steve-the-issue-with-android-rebuttal/#comment-57963</link>
		<dc:creator>Mike L</dc:creator>
		<pubDate>Fri, 06 Nov 2009 00:07:00 +0000</pubDate>
		<guid isPermaLink="false">http://phandroid.com/?p=6216#comment-57963</guid>
		<description>True. very true.</description>
		<content:encoded><![CDATA[<p>True. very true.</p>
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		<title>By: Mike L</title>
		<link>http://phandroid.com/2009/10/20/fake-steve-the-issue-with-android-rebuttal/#comment-57962</link>
		<dc:creator>Mike L</dc:creator>
		<pubDate>Fri, 06 Nov 2009 00:05:46 +0000</pubDate>
		<guid isPermaLink="false">http://phandroid.com/?p=6216#comment-57962</guid>
		<description>this review is nuts! &amp; a bit clueless.  The Droid is going to be a maintenance nightmare. The Droid OS and there are different code sets with each hardware version.  It&#039;s like comparing TRUE cloud computing (The iphone)to the costly on-going maintenance and software breaking client server world of The Droid. Ever time you try to upgrade the Droid to the next release &quot;buyers beware&quot; it going to be ugly.
Verizon has only one thing going for it in this race. It&#039;s Network is hands down the Best!</description>
		<content:encoded><![CDATA[<p>this review is nuts! &amp; a bit clueless.  The Droid is going to be a maintenance nightmare. The Droid OS and there are different code sets with each hardware version.  It&#8217;s like comparing TRUE cloud computing (The iphone)to the costly on-going maintenance and software breaking client server world of The Droid. Ever time you try to upgrade the Droid to the next release &#8220;buyers beware&#8221; it going to be ugly.<br />
Verizon has only one thing going for it in this race. It&#8217;s Network is hands down the Best!</p>
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		<title>By: Paul T</title>
		<link>http://phandroid.com/2009/10/20/fake-steve-the-issue-with-android-rebuttal/#comment-53382</link>
		<dc:creator>Paul T</dc:creator>
		<pubDate>Sat, 24 Oct 2009 22:23:49 +0000</pubDate>
		<guid isPermaLink="false">http://phandroid.com/?p=6216#comment-53382</guid>
		<description>@X3HaloEd you brought up the point, that better hardware will make games better, but unlike the PC you can&#039;t simply upgrade your ram or your graphics card. Thus making the different hardware more challenging for developers. Device&#039;s like the G1, MyTouch (US version), and the HTC tattoo will prove my point in the next couple of months. There needs to be more done standards wise to not segement an audience that much, and as much as we all love android, there is already a bunch of phones this year with 2 yr old qualcomm chips that are shitty for our phones performance wise. Buying a Cliq now, with the same specs as a G1 isn&#039;t going to cut a year from now with new updates and new apps, why buy a phone exactly the same hardware wise as a G1 a year later. Makes no sense no matter how great Blur is. And that&#039;s the reality of it.</description>
		<content:encoded><![CDATA[<p>@X3HaloEd you brought up the point, that better hardware will make games better, but unlike the PC you can&rsquo;t simply upgrade your ram or your graphics card. Thus making the different hardware more challenging for developers. Device&rsquo;s like the G1, MyTouch (US version), and the HTC tattoo will prove my point in the next couple of months. There needs to be more done standards wise to not segement an audience that much, and as much as we all love android, there is already a bunch of phones this year with 2 yr old qualcomm chips that are shitty for our phones performance wise. Buying a Cliq now, with the same specs as a G1 isn&rsquo;t going to cut a year from now with new updates and new apps, why buy a phone exactly the same hardware wise as a G1 a year later. Makes no sense no matter how great Blur is. And that&rsquo;s the reality of it.</p>
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		<title>By: Keith</title>
		<link>http://phandroid.com/2009/10/20/fake-steve-the-issue-with-android-rebuttal/#comment-52497</link>
		<dc:creator>Keith</dc:creator>
		<pubDate>Wed, 21 Oct 2009 18:43:58 +0000</pubDate>
		<guid isPermaLink="false">http://phandroid.com/?p=6216#comment-52497</guid>
		<description>I think QuantumRand makes a good point. &quot;The iPhone&quot; is not just one device. There are different models with different hardware. When you add the Touch to the mix it gets even more complex. Apple now has apps written specifically for the new Touch that are not available for the iPhone or old Touch.</description>
		<content:encoded><![CDATA[<p>I think QuantumRand makes a good point. &ldquo;The iPhone&rdquo; is not just one device. There are different models with different hardware. When you add the Touch to the mix it gets even more complex. Apple now has apps written specifically for the new Touch that are not available for the iPhone or old Touch.</p>
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		<title>By: Eric</title>
		<link>http://phandroid.com/2009/10/20/fake-steve-the-issue-with-android-rebuttal/#comment-52446</link>
		<dc:creator>Eric</dc:creator>
		<pubDate>Wed, 21 Oct 2009 15:03:52 +0000</pubDate>
		<guid isPermaLink="false">http://phandroid.com/?p=6216#comment-52446</guid>
		<description>Hopefully the filtering in the Marketplace will also work to filter out games which require the higher end processors to run correctly.  G1 users shouldn&#039;t be able to download Droid-specific games which are simply not going to run on their phone.  But developers should also not be forced to program for the lowest common denominator (they SHOULD make games for the Droid which take advantage of the hardware even if that means they wont run on the G1 etc).</description>
		<content:encoded><![CDATA[<p>Hopefully the filtering in the Marketplace will also work to filter out games which require the higher end processors to run correctly.  G1 users shouldn&rsquo;t be able to download Droid-specific games which are simply not going to run on their phone.  But developers should also not be forced to program for the lowest common denominator (they SHOULD make games for the Droid which take advantage of the hardware even if that means they wont run on the G1 etc).</p>
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		<title>By: Daz</title>
		<link>http://phandroid.com/2009/10/20/fake-steve-the-issue-with-android-rebuttal/#comment-52400</link>
		<dc:creator>Daz</dc:creator>
		<pubDate>Wed, 21 Oct 2009 09:28:26 +0000</pubDate>
		<guid isPermaLink="false">http://phandroid.com/?p=6216#comment-52400</guid>
		<description>@Greven

It may well be that I am misinterpreting. I was picking up on the use of the Droid (WVGA) and Hero (HVGA) as examples Fake Steve used and how applications will scale between them. I have no idea how they would scale within WVGA or whatever hardware type is used. I was also looking at the screenshots posted from Jeff that show a QVGA screen and, judging by the 854 at the end of the window title, a WVGA screen. It&#039;s a moot point anyway, Google have said themselves that apps will scale to a point - http://developer.android.com/guide/practices/screens_support.html - thanks to Dalvik.



@David

I&#039;m only starting out in OpenGL ES myself. I&#039;ve used Direct X a bit in college a few years back where I had fun setting the render resolution to be higher than screen resolution in a friends code :) My original comment - poorly written as it was and based on limited exposure - was intended towards 2D games and whether they&#039;d translate well across the hardware types.



Since the marketplace will filter apps for you it shouldn&#039;t be a problem. I&#039;d hope that they wouldn&#039;t assume someone to know what type of screen they have though, not everyone who uses android is will be that tech-savvy! :D</description>
		<content:encoded><![CDATA[<p>@Greven</p>
<p>It may well be that I am misinterpreting. I was picking up on the use of the Droid (WVGA) and Hero (HVGA) as examples Fake Steve used and how applications will scale between them. I have no idea how they would scale within WVGA or whatever hardware type is used. I was also looking at the screenshots posted from Jeff that show a QVGA screen and, judging by the 854 at the end of the window title, a WVGA screen. It&rsquo;s a moot point anyway, Google have said themselves that apps will scale to a point &ndash; <a href="http://developer.android.com/guide/practices/screens_support.html" rel="nofollow">http://developer.android.com/guide/practices/screens_support.html</a> &ndash; thanks to Dalvik.</p>
<p>@David</p>
<p>I&rsquo;m only starting out in OpenGL ES myself. I&rsquo;ve used Direct X a bit in college a few years back where I had fun setting the render resolution to be higher than screen resolution in a friends code :) My original comment &ndash; poorly written as it was and based on limited exposure &ndash; was intended towards 2D games and whether they&rsquo;d translate well across the hardware types.</p>
<p>Since the marketplace will filter apps for you it shouldn&rsquo;t be a problem. I&rsquo;d hope that they wouldn&rsquo;t assume someone to know what type of screen they have though, not everyone who uses android is will be that tech-savvy! :D</p>
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		<title>By: Herman</title>
		<link>http://phandroid.com/2009/10/20/fake-steve-the-issue-with-android-rebuttal/#comment-52375</link>
		<dc:creator>Herman</dc:creator>
		<pubDate>Wed, 21 Oct 2009 07:01:47 +0000</pubDate>
		<guid isPermaLink="false">http://phandroid.com/?p=6216#comment-52375</guid>
		<description>I&#039;ve been programming for the Android and I don&#039;t even look at the screen resolutions. If you build you program write it&#039;ll work either way.

Apart from that you can chose to use one or more hardware input types. Every Android has a touch screen, and most have accelerometers.

The only real choice you have to make is wether or not to support a hardware keyboard only when creating games.</description>
		<content:encoded><![CDATA[<p>I&rsquo;ve been programming for the Android and I don&rsquo;t even look at the screen resolutions. If you build you program write it&rsquo;ll work either way.</p>
<p>Apart from that you can chose to use one or more hardware input types. Every Android has a touch screen, and most have accelerometers.</p>
<p>The only real choice you have to make is wether or not to support a hardware keyboard only when creating games.</p>
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		<title>By: David</title>
		<link>http://phandroid.com/2009/10/20/fake-steve-the-issue-with-android-rebuttal/#comment-52362</link>
		<dc:creator>David</dc:creator>
		<pubDate>Wed, 21 Oct 2009 06:01:25 +0000</pubDate>
		<guid isPermaLink="false">http://phandroid.com/?p=6216#comment-52362</guid>
		<description>@Daz

I don&#039;t claim to know the ins and outs of OpenGL ES, but I do know that this is not a problem in OpenGL.  In OpenGL, you specify how the camera maps to the screen at initialization, then everything from there on out pretty much boils down to placing pretty triangles in 3D space.  So, if you wrote NDK code to initialize OpenGL ES, and if you chose to hard-code 320 and 480 into the initialization, then you&#039;ll have to go back and query the screen size before initializing.  If you did it right to start with, though, the process should be relatively painless, boiling down to shuffling around the GUI a bit on the longer aspect ratios.

@Others

As long as you stay in the Java VM (and don&#039;t hard-code screen resolutions or place things with pixels), then there should be very little to worry about.

If you make high-res images that scale well, you may not even have to duplicate art for your app.  Just include the high-res art and let Android automagically scale it down for you.

Finally, I think the real worry with fragmentation is with games and media apps that take advantage of special-purpose hardware like the GPU, signal processors, etc. that are included on the OMAP and Snapdragon processors.  These apps simply won&#039;t work on ARM 11 processors, or they&#039;ll chug along at 2-5 FPS.  Developers of 3D apps will segment into two groups.  One will build multiple levels of detail in hopes of allowing Cortex-based processors to see the world in all it&#039;s miniaturized beauty, while allowing our slower brethren to watch a pixelated, flattened rendering of the same world to keep their framerate up.  The other group will just build beautiful apps that only run on high-end processors.  The question becomes, just how many triangles can you push through a general purpose arm 11 processor?  According to Qualcomm, you can render about 4 million triangles per second on a MSM720x (vs. 14 million on an omap and 22 million on a Snapdragon).  At this speed ratio, it becomes relatively easy to quarter the number of triangles - a good decimator should be able to take your high-res objects built for snapdragon and build medium and low-res versions automatically that will work well for OMAP and ARM 11 processors, respectively.  This change along with resizing textures can be the only changes needed to port from one platform to another.

I guess all in all I&#039;m saying... you can run Crysis on integrated video, but who would want to?  Let the games fragment the market.  Maybe it will push the phone manufacturers to include good processors.  If all the most popular games require Cortex/Snapdragon processors, then any phone that is marketed towards gamers will have one.

The biggest issue I see with all of this is, you can&#039;t really test the Cortex GPU in an emulator.  The solution for developers is: get a phone with a high-end processor as your personal phone and test the high-end content with it, and use the emulator as a good stand-in for the baseline experience on arm 11 hardware.</description>
		<content:encoded><![CDATA[<p>@Daz</p>
<p>I don&rsquo;t claim to know the ins and outs of OpenGL ES, but I do know that this is not a problem in OpenGL.  In OpenGL, you specify how the camera maps to the screen at initialization, then everything from there on out pretty much boils down to placing pretty triangles in 3D space.  So, if you wrote NDK code to initialize OpenGL ES, and if you chose to hard-code 320 and 480 into the initialization, then you&rsquo;ll have to go back and query the screen size before initializing.  If you did it right to start with, though, the process should be relatively painless, boiling down to shuffling around the GUI a bit on the longer aspect ratios.</p>
<p>@Others</p>
<p>As long as you stay in the Java VM (and don&rsquo;t hard-code screen resolutions or place things with pixels), then there should be very little to worry about.</p>
<p>If you make high-res images that scale well, you may not even have to duplicate art for your app.  Just include the high-res art and let Android automagically scale it down for you.</p>
<p>Finally, I think the real worry with fragmentation is with games and media apps that take advantage of special-purpose hardware like the GPU, signal processors, etc. that are included on the OMAP and Snapdragon processors.  These apps simply won&rsquo;t work on ARM 11 processors, or they&rsquo;ll chug along at 2-5 FPS.  Developers of 3D apps will segment into two groups.  One will build multiple levels of detail in hopes of allowing Cortex-based processors to see the world in all it&rsquo;s miniaturized beauty, while allowing our slower brethren to watch a pixelated, flattened rendering of the same world to keep their framerate up.  The other group will just build beautiful apps that only run on high-end processors.  The question becomes, just how many triangles can you push through a general purpose arm 11 processor?  According to Qualcomm, you can render about 4 million triangles per second on a MSM720x (vs. 14 million on an omap and 22 million on a Snapdragon).  At this speed ratio, it becomes relatively easy to quarter the number of triangles &ndash; a good decimator should be able to take your high-res objects built for snapdragon and build medium and low-res versions automatically that will work well for OMAP and ARM 11 processors, respectively.  This change along with resizing textures can be the only changes needed to port from one platform to another.</p>
<p>I guess all in all I&rsquo;m saying&hellip; you can run Crysis on integrated video, but who would want to?  Let the games fragment the market.  Maybe it will push the phone manufacturers to include good processors.  If all the most popular games require Cortex/Snapdragon processors, then any phone that is marketed towards gamers will have one.</p>
<p>The biggest issue I see with all of this is, you can&rsquo;t really test the Cortex GPU in an emulator.  The solution for developers is: get a phone with a high-end processor as your personal phone and test the high-end content with it, and use the emulator as a good stand-in for the baseline experience on arm 11 hardware.</p>
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		<title>By: X3HaloEd</title>
		<link>http://phandroid.com/2009/10/20/fake-steve-the-issue-with-android-rebuttal/#comment-52273</link>
		<dc:creator>X3HaloEd</dc:creator>
		<pubDate>Tue, 20 Oct 2009 23:08:27 +0000</pubDate>
		<guid isPermaLink="false">http://phandroid.com/?p=6216#comment-52273</guid>
		<description>@Paul T:
I don&#039;t think it&#039;s a valid point. Games will run better on phones with better hardware. So what? PC&#039;s have been that way forever. We&#039;re used to it.</description>
		<content:encoded><![CDATA[<p>@Paul T:<br />
I don&#8217;t think it&#8217;s a valid point. Games will run better on phones with better hardware. So what? PC&#8217;s have been that way forever. We&#8217;re used to it.</p>
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