aderutter

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aderutter
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  • New iPhone privacy ad takes shots at other smartphones oversharing information

    Even though I’d read about the ad before seeing it, it still made me laugh. Like it a lot.
    pulseimagesBeatskillroywatto_cobra
  • What to expect from Apple's 10.8-inch iPad or 'iPad Air 4' on September 15

    It’s likely going to be 2 new iPads, a new base iPad and a new iPad Air.
    There were 7 SKU codes but I think 3 or 4 of these will be for the iPad Pro refresh in Spring 2021.

    watto_cobraGeorgeBMac
  • Apple TV holds just 2% of streaming device market, report says

    Beats said:
    aderutter said:
    For example you can’t release a game that only works with an A13 or above for example. 
    You have to support all iOS 13 devices, so that includes iPhone6S generation devices, hence no cutting edge games.

    WTF? I didn't know this. No wonder all the latest games look like crap for what the hardware is capable of. THIS needs to be lifted. Even if a game says "Requires iPhone XS and above" it may piss off a gamer temporarily but it will encourage him/her to upgrade which means another sale for Apple.

    Yep, as a developer it’s annoyed me for many years. 
    I remember building a game prototype for 3GS iPhone in 2009, it worked great on 3GS iPhone but was far too slow on iPhone3. 
    IPhone 3 supported iOS4 so was common - so the game would have to have been delayed until iOS5 as a minimum target in 2012.

    There was some hope for a while as it was possible to restrict an app to devices with ARKit support (6S and beyond), but that was short lived as now we have some ARKit2 features that require an A12 processor but we can’t restrict a game release to an A12 device. 

    Developers need the ability to restrict a game to more specific devices, ideally on a RAM or Processor level, or for Apple to not support as many old devices in new iOS releases. All we have to work with is iOS target and UIRequiredDeviceCapabilities which is very limited. This keeps all games as small casual affairs really.

    Each year I wait to see which devices drop from support for latest IOS in the hope we can push the boundaries further. Unfortunately iOS14 works on iPhone6S so we are stuck for yet another year with that as a minimum target.

    I guess some will say we should adapt the app accordingly but this does add a lot of extra developer time and is limited. E.g. use low res models and maps on older devices (often based upon device pixel resolution), or lower frame rate on older devices. Some of us would rather target premium devices only.

    muthuk_vanalingamdysamoriaBeatspatchythepiratewatto_cobra
  • Apple TV holds just 2% of streaming device market, report says

    aderutter said:
    AppleTV needs to be able to run iOS games with a controller. If I have PUBG on my iPad and a DualShock 4 Controller I should be able to download it to an AppleTV and play it from there on my TV. I assume that’s not a current option.
    It's called AirPlay Mirroring, you've been able to do this for years.
    and there’s something called Lag that has plagued gamers for years ;)
    Running a game on a wifi device (iphone/ipad) then using wifi to stream it to an appletv device would be needlessly slow imho. 
    Not that I’ve tried it, think I will, though I do more gaming on the PS.

    elijahgdysamoriaBeats
  • Apple TV holds just 2% of streaming device market, report says

    Yep, if the report excluded TVs it might have some value.

    The AppleTV does need an update though.
    For example the Shield has just had a firmware update for HDR>SDR which many (like me) would find useful.

    Obviously it needs a gaming boost, we should have processor parity across device form factors.
    In terms of gaming prowess, Apple devices suffer due to developers having to support older devices. 
    For example you can’t release a game that only works with an A13 or above for example. 
    You have to support all iOS 13 devices, so that includes iPhone6S generation devices, hence no cutting edge games.
    gregoriusm