04-20-2013 07:11 AM
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  1. rbxtreme's Avatar
    Temple run is an old f@rt from imangi and its worthless about wasting time as to why it fails to deliver on wp8. As said by a lot of people earlier it was a rushed port and I don't think we need to push the devs hard to optimize it for 620's instead hope we get TR2 and the new apps onto wp8. And most importantly its the OS, what makes me proud of my 920. Imagine if they had android on this.....i would be playing temple run 2,but dealing with my force closes too.

    Android in its way is good , but then if I get the statistics right 1 of 7 apps is a spyware, so its totally left to the individual to decide what they want . Its just about choices and the $$$ you got.
    03-30-2013 01:52 PM
  2. AngryNil's Avatar
    Still want to blame Microsoft all the way eh? Go read SDK of Windows phone 8 and see if they can create 512MB or just 1GB apps?
    About 3D games? If only TR has the graphic as good as Asphalt 7 and I'll admit that TR deserves 1GB of RAM. Rather than that? Well, then Imangi devs are just too lazy to optimize it. End of story.

    So why didn't I blame Microsoft? Cause I know the simple truth that I can't complain OS maker for other developer's apps. Isn't it simple enough?

    P.S: don't ask why 3D in TR requires too much, or I'll ask you why games with better 3D IMO like "dredd vs zombies" or "mirror's edge" can run smoothly on 512MB devices. Even Asphalt 5 (which is at least 3 times better graphic than this crappy TR) can run on 620.
    The fanboyism is killing me.

    1. So I take it you've "read" the SDK and deduced that the 512MB restrictions are perfectly fine? If not, why vehemently defend Microsoft?
    2. TR isn't the only game requiring 1GB of RAM. There are apps requiring it. How many times must this be said until it gets into your head?
    3. Asphalt 7 doesn't "deserve" 1GB of RAM. The 920 has to display over 2.5 the pixels that a WVGA, 512MB device has to. There shouldn't be a problem.
    4. Yes, multiple developers (some even XBL) are just too lazy to optimise. Developers who could optimise for a bajillion configurations on Android can't support WP8's two. Considering how important these titles are for the platform's viability, I can fault Microsoft on two things:
      a) a potentially crappy porting experience
      b) a pathetic job of getting these titles working well on their platform
    5. Do you not understand that the tools, restrictions and environment provided for development can impact the development itself?
    6. Mirror's Edge and Asphalt 5 look like garbage, lying doesn't prove a point.
    Sanjay Chandra likes this.
    03-30-2013 10:05 PM
  3. ChMar's Avatar
    1. So I take it you've "read" the SDK and deduced that the 512MB restrictions are perfectly fine? If not, why vehemently defend Microsoft?
    2. TR isn't the only game requiring 1GB of RAM. There are apps requiring it. How many times must this be said until it gets into your head?
    3. Asphalt 7 doesn't "deserve" 1GB of RAM. The 920 has to display over 2.5 the pixels that a WVGA, 512MB device has to. There shouldn't be a problem.
    4. Yes, multiple developers (some even XBL) are just too lazy to optimise. Developers who could optimise for a bajillion configurations on Android can't support WP8's two. Considering how important these titles are for the platform's viability, I can fault Microsoft on two things:
      a) a potentially crappy porting experience
      b) a pathetic job of getting these titles working well on their platform
    5. Do you not understand that the tools, restrictions and environment provided for development can impact the development itself?
    No one should be expected to read the SDK docs. But they do prove that it's not OS fault but 3rd party developer. All those apps and games having those requirements only shows 1 thing. The lack of professionals developers for wp8 and the fact that for business is the 3rd os they consider. And this is nothing new but the only way to change that is by punishing them if they don't rectify the injustice. And in case of apps this is inexcusable I mean I can understand that for games you are dealing with weaker GPUs in low end devices and the game may already lag and you are out of time and budget but for apps is completely inexcusable.
    You are right about the 2.5 pixel difference in memory consumption. That also means the texture sizes can be halved so you get lower memory consumption.
    The laziness to optimize will continue until people use the review option to change this. Over 80% of software projects ends taking more time or money than the intended budget so from budget consideration I can understand 3rd party laziness at this stage I just hope it won't become chronic like android landscape.
    But MS has no control in the porting experience no control at all. MS is not the second Nazi empire to be able to control what others are building for wp8. And they do not port or make other people software run bad or good.
    Believe it or not the development tools are great the restrictions for the memory abuse are not from MS but were chosen by the independent developer.

    PS: I hope I'm dead wrong because if history proves me right I'll have to live the rest of my life under a rock but there are a couple of settings about memory caps on sdk. One is mandatory(the 1GB restrictions from games and tuneit) and another one is a hint that relaxes memory for foreground apps but do not force the app to only run on 1GB environment. I won't talk about the game cases but if in the case of tuneit it is proven that some dev misunderstood what those memory caps means I'll truly go leave under a rock
    Dratwister likes this.
    03-30-2013 10:39 PM
  4. rbxtreme's Avatar
    This is a something which makes sense. I haven't written this but taken it from another active thread which I'm a part of...Thank the author for this!!

    "The 1GB RAM requirement for some games on WP8 is basically the same situation for those who bought a low-end device with 256MB of RAM back in the WP7 days: the actual available amount of RAM in a given device is a margin smaller than described, due to the OS partition already using RAM at startup and while the device is running. Plus, Windows Phone limits how much RAM any given application/game can use to avoid any conflicts with other apps and to keep the operating system from crashing. (This is similar to the situation for iOS, but with a few differences)

    Android on the other hand needs very high-end specs and large amounts of RAM because the OS has no present RAM usage limit on apps, which basically explains why many android users complain about their low-tier, mid-tier, even high-end smartphones being laggy, unresponsive, and any other affiliated problems.
    03-30-2013 10:42 PM
  5. Sanjay Chandra's Avatar
    How is apple able to manage to run apps SMOOTHLY on 256 mb ram devices ? That's what wondering me.

    There has to be some sort of magic lol
    03-30-2013 10:47 PM
  6. ChMar's Avatar
    Android on the other hand needs very high-end specs and large amounts of RAM because the OS has no present RAM usage limit on apps, which basically explains why many android users complain about their low-tier, mid-tier, even high-end smartphones being laggy, unresponsive, and any other affiliated problems.
    Android also has RAM limits. Once upon a time that limit was 16MB(heap size not all memory for an app so the size of the code in memory does not count) :). The only mobile OS that you won't know what the memory limits are is iOS. It will kill your app if you ask for too much memory but you do not have a upper margin there(though you can ask the os how much memory is still free).
    rockstarzzz likes this.
    03-30-2013 10:51 PM
  7. ChMar's Avatar
    How is apple able to manage to run apps SMOOTHLY on 256 mb ram devices ? That's what wondering me.

    There has to be some sort of magic lol
    There is no magic there. The iOS is the oldest os there. It also uses mostly the same code languages and tools as the MacOSX (excluding strictly mobile stuff of course). So they did have access to a trained pool of developers at the beginning. And taking in to account it's popularity and age you will find a lot more proficient programmers there than on other ecosystem. And when you come to optimizations and quirks you do need the experience and the skill. Android really become a focus for development in recent years and you could find some horror story about development on android and how facebook needed to hack the guts of the Dalvik java machine to make the native facebook apps for all android devices. WP8 is completely new and while you use mostly the same tools as wp7(except games where you now have DirectX and not XNA anymore) when it comes to optimizations and os internals it's different. Also this time around you don't have the pool of trained wp8 programmers yet. To get those you need to look to windows 8 developers who are scares too. The windows developers are working for line of business apps who are paid pretty good to not need look for a career in mobile development on a 5 month platform.
    03-30-2013 10:58 PM
  8. Sanjay Chandra's Avatar
    There is no magic there. The iOS is the oldest os there. It also uses mostly the same code languages and tools as the MacOSX (excluding strictly mobile stuff of course). So they did have access to a trained pool of developers at the beginning. And taking in to account it's popularity and age you will find a lot more proficient programmers there than on other ecosystem. And when you come to optimizations and quirks you do need the experience and the skill. Android really become a focus for development in recent years and you could find some horror story about development on android and how facebook needed to hack the guts of the Dalvik java machine to make the native facebook apps for all android devices. WP8 is completely new and while you use mostly the same tools as wp7(except games where you now have DirectX and not XNA anymore) when it comes to optimizations and os internals it's different. Also this time around you don't have the pool of trained wp8 programmers yet. To get those you need to look to windows 8 developers who are scares too. The windows developers are working for line of business apps who are paid pretty good to not need look for a career in mobile development on a 5 month platform.
    Thanks , that also explains iPad's success in apps and Android's issues
    03-30-2013 11:03 PM
  9. Dratwister's Avatar
    [TITLE][/TITLE]
    The fanboyism is killing me.

    1. So I take it you've "read" the SDK and deduced that the 512MB restrictions are perfectly fine? If not, why vehemently defend Microsoft?
    2. TR isn't the only game requiring 1GB of RAM. There are apps requiring it. How many times must this be said until it gets into your head?
    3. Asphalt 7 doesn't "deserve" 1GB of RAM. The 920 has to display over 2.5 the pixels that a WVGA, 512MB device has to. There shouldn't be a problem.
    4. Yes, multiple developers (some even XBL) are just too lazy to optimise. Developers who could optimise for a bajillion configurations on Android can't support WP8's two. Considering how important these titles are for the platform's viability, I can fault Microsoft on two things:
      a) a potentially crappy porting experience
      b) a pathetic job of getting these titles working well on their platform
    5. Do you not understand that the tools, restrictions and environment provided for development can impact the development itself?
    6. Mirror's Edge and Asphalt 5 look like garbage, lying doesn't prove a point.
    I'm not fanboy of Microsoft, just FYI :). I only being a Nokia fanboy. I just simply a casual dev and know what I have to do just to get something in its optimization. And what I have to decide between rapid deploy apps to store and slowly optimize apps first, which would lead my app to initial failure to customers. Is it simple enough for you now?

    How many times I have to say it again (and other people on here have to say it) to you about the requirement of 3rd party apps have absolutely no responsibility, by any mean, from Microsoft? I don't know if you've got too much into iOS platform or crappy performance of Android. Put let's put this to something you can find it easier just to understand: Well, do you expect a low end PC run some games like Crysis? No! Now would you complain Microsoft because of that? Cause your PC can handle the OS with hardware just above OS requirement does not mean other developers have to create games just base on it.

    Ok, now back to your "mindful" question: But those apps don't deserve that much requirement, cause that app is too simple or this game has too crappy graphic... Well duh, WHY DON'T YOU GO AND ASK ITS DEVELOPERS BEFORE PUTTING YOUR NONSENSE COMPLAINTS TO MICROSOFT?

    I'm sorry but I still lost you at your Microsoft's fault point while you admitted that is due to laziness of some developers.Microsoft asked them to create apps/games cause guys demand it, Microsoft offered Sdk so developers can do it, Microsoft approve apps to store so people can get it. Do you expect Microsoft to step even into its development process to teach them to reduce their requirements? Or Microsoft have to optimize it by themselves? Or you truly want Microsoft to put a requirement cap to their apps store?? Or Microsoft have to disapprove the apps because "it requires too much while it shouldn't"?? Do you see any of above make any sense?

    Again, I know the restrictions (which is in fact, mainly because our lack of knowledge how to do it) of dev tools can create difficulties in development process. And that's why we need to learn to get over it. Or are you a genius to know everything and can create an app at its best by its first release after just 3 months at best of learning and get used to new platform? Not to mention "porting" app will never be as good as native apps.

    About your last statement, I assume that by your opinion, mirror's edge and asphalt 5 have worse graphic than this crappy Temple Run? Ok, but how worse? Does it justify the 1GB which you've asked in the beginning? That's for your answer, cause in my opinion, the rendering, textures, structures of models in those games are pricier than this TR. What's in this TR anyway? If you have your answer then go back and ASK Imangi about this "wonder"

    P.S: know what? You reminded me the time when I have to argue with some crazy iSheep. Man, those guys are really something, really hard to know how can they think like that. You said that there aren't only TR but other apps require 1GB ram, Well, I can list you a thousand of other apps that require 512MB of Ram, so what's your excuse? Those developers are genius or using some tricks eh?

    P.S.S: the complaintism is killing me.

    P.S.S.S: why iOS apps run on 256mb ram? First, different platform. Then, would you think Apple will allow apps which surpass their devices' power on their store? While their devices have identical hardware? And with their dev's loyalty till now?

    P.S.S.S.S: Now that's a long post =)) but anw, I think you won't accept anything in it at all, with all of your presume, everyone's comments won't have any chance to change your mind and your direction of blaming at all. you will still think it's all Microsoft's faults :). Well good luck with it, cause us customers really need that. To blame OS maker for 3rd party apps faults while others just come and complaint to its developers and demand them to justify it. May be, just may be, there are anyone with higher post number than you go here and explain everything again, you might get it on the end.
    Last edited by Dratwister; 03-30-2013 at 11:40 PM.
    03-30-2013 11:28 PM
  10. AngryNil's Avatar
    Ah well, this is hardly worth the effort. Just a little excerpt:

    why iOS apps run on 256mb ram? First, different platform. Then, would you think Apple will allow apps which surpass their devices' power on their store? While their devices have identical hardware?
    1. You're saying Microsoft's platform is inferior at dealing with RAM?
    2. So, Apple is better at properly curating apps while Microsoft is letting crap in?
    3. WP8 somehow isn't standardised in hardware while four iPhone models is?

    And this somehow equates to Microsoft being an innocent puppy that I'm crucifying or something?

    Just a note, if you read my comments without prejudice you'd have seen that I never said this is solely Microsoft's fault. But wake up, they are losing the battle of relevance and the future. You think Imangi really gives a crap whether WP takes off or not? Nope. The ball is in Microsoft's hands and they have played a terrible game so far.
    Last edited by AngryNil; 03-31-2013 at 07:13 AM.
    INDIAN720 and Sanjay Chandra like this.
    03-31-2013 07:01 AM
  11. Dratwister's Avatar
    Ah well, this is hardly worth the effort. Just a little excerpt:


    1. You're saying Microsoft's platform is inferior at dealing with RAM?
    2. So, Apple is better at properly curating apps while Microsoft is letting crap in?
    3. WP8 somehow isn't standardised in hardware while four iPhone models is?

    And this somehow equates to Microsoft being an innocent puppy that I'm crucifying or something?

    Just a note, if you read my comments without prejudice you'd have seen that I never said this is solely Microsoft's fault. But wake up, they are losing the battle of relevance and the future. You think Imangi really gives a crap whether WP takes off or not? Nope. The ball is in Microsoft's hands and they have played a terrible game so far.
    wrong, I just said that someone's been comparing between a mature platform which already having support from many developers which already learned and knew throughout their platform and how to optimized it, while the windows phone? I think you already figured out the vice versa situation. Now is it clear? The platform's young, the support from developers just arrived. What else do you want Microsoft to do? It's mainly lie on developers' side, ok?

    That's their responsibility to enhance their own app, that's their fault to not look at windows phone as their serious business platform. That's their decision to make a crappy port with crappy graphic and a utter crappy requirement. End of story again :).

    And what we should do? Go and tell them, the developers, that we feel disappointed about their focus on windows phone platform, and we demand a clear answer about yes or no app on windows phone platform. Not a crappy one just to be there and nothing more. Now look back to what you did? Did you do anything to remind Imangi about their responsibility of making proper apps? Or you just sit down and blame Microsoft then wait for their action to Imangi? On this forum? We are customers of their app, and Microsoft provided them and us a platform to work on. If you still don't get it then you can feel free and choose another platform, may be in there you can blame Apple or Google for another 3rd party apps which having crappy performance or kill tasks at demand.

    Just show them why should they focus on this platform, just like what we did to ever note .
    despertador and rbxtreme like this.
    04-01-2013 02:00 AM
  12. Dratwister's Avatar
    Now that even Asphalt 7 reduce its both size and requirements to 512MB, do you change your mind now? Or you still think Temple Run has better graphic and it's Microsoft's fault?
    04-04-2013 10:04 PM
  13. AngryNil's Avatar
    Or you still think Temple Run has better graphic and it's Microsoft's fault?
    No one here stated that Temple Run has incredible graphics or even implied it. Stop tying such misrepresentations to the actual contention here. Asphalt's update is great, it says nothing to Microsoft's hand in this. I have clearly laid out what I'm contending in previous posts, which you were more interesting in brushing aside rather than comprehending. On that note, why haven't you ripped into Paul Avecedo for his series dismantling the multitude of problems in Windows Phone gaming?

    Windows Phone gaming is in a sorry state. The creator of the Xbox shouldn't be sitting back while Windows Phone receives terrible ports of years-old titles.
    04-05-2013 02:17 AM
  14. Dratwister's Avatar
    No one here stated that Temple Run has incredible graphics or even implied it. Stop tying such misrepresentations to the actual contention here. Asphalt's update is great, it says nothing to Microsoft's hand in this. I have clearly laid out what I'm contending in previous posts, which you were more interesting in brushing aside rather than comprehending. On that note, why haven't you ripped into Paul Avecedo for his series dismantling the multitude of problems in Windows Phone gaming?

    Windows Phone gaming is in a sorry state. The creator of the Xbox shouldn't be sitting back while Windows Phone receives terrible ports of years-old titles.
    You didn't, but you did say that Asphalt 7 doesn't deserve the requirement in the excuse of mine about games with better graphic require less than this TR :) Now that Asphalt 7 can reduce down. Do we now have to wait for Imangi?

    Still Microsoft's fault right? Ok, forget it, no one can change your mind right now.
    04-05-2013 02:48 AM
  15. hamzie11's Avatar
    Just got updated

    any idea what it is
    04-06-2013 07:39 AM
  16. AngryNil's Avatar
    You didn't, but you did say that Asphalt 7 doesn't deserve the requirement in the excuse of mine about games with better graphic require less than this TR :) Now that Asphalt 7 can reduce down. Do we now have to wait for Imangi?

    Still Microsoft's fault right? Ok, forget it, no one can change your mind right now.
    No, my point was that pretty much any game that can run on the Lumia 920 should be able to scale down for a 512MB device, since they are all WVGA and the assets can be significantly downsized (by a factor of 2.5). Yes, we have to wait for developers who have run into RAM problems to update their apps, a situation that did not exist with 512MB on WP7 and that barely exists on competing platforms.

    None of these titles are too graphically intensive to work with 512MB. I can't make this clearer - that was never the contention. The contention is that Microsoft is playing a losing game from behind. Microsoft works on the development tools, the porting experience, and the vetting process for app submissions, and has provided development / monetary assistance in the past. There's something in there which must have been able to at least partially avoid the recent launches that have been RAM restricted.

    I'm definitely leaning towards there being some (serious?) issues with the cross-platform frameworks / engines. I would have hoped that Microsoft would have worked closely with Unity and others, considering it was last June that they announced support for them. And if this is a problem born from Microsoft's refusal to support OpenGL, then I believe it's completely Microsoft's fault.

    For the record, a list of RAM-implicated apps I'm aware of. Take note of how many Xbox releases - you know, the ones with much Microsoft involvement and crazy certification processes - are implicated.

    • Temple Run
    • Tunein Radio
    • Nokia Xpress (fixed)
    • Asphalt 7 (fixed)
    • Puzzle Craft (fixed)
    • Brotherhood of Violence
    • The Dark Knight Rises
    • Amazing Spider-Man
    • Real Soccer 2013

    And once/if we get availability of these titles nailed down, the conversation will shift to three other areas which fall directly on the shoulders of Microsoft - the inability to backup game saves (those with 4/8 GB of memory would appreciate being able to cycle between games), the inability to install to external storage, and the overbearing storage requirements.

    Basically, on some of Windows Phone's best chances at relevance, gaming is a mess.
    04-06-2013 08:15 AM
  17. Sanjay Chandra's Avatar
    No, my point was that pretty much any game that can run on the Lumia 920 should be able to scale down for a 512MB device, since they are all WVGA and the assets can be significantly downsized (by a factor of 2.5). Yes, we have to wait for developers who have run into RAM problems to update their apps, a situation that did not exist with 512MB on WP7 and that barely exists on competing platforms.

    None of these titles are too graphically intensive to work with 512MB. I can't make this clearer - that was never the contention. The contention is that Microsoft is playing a losing game from behind. Microsoft works on the development tools, the porting experience, and the vetting process for app submissions, and has provided development / monetary assistance in the past. There's something in there which must have been able to at least partially avoid the recent launches that have been RAM restricted.

    I'm definitely leaning towards there being some (serious?) issues with the cross-platform frameworks / engines. I would have hoped that Microsoft would have worked closely with Unity and others, considering it was last June that they announced support for them. And if this is a problem born from Microsoft's refusal to support OpenGL, then I believe it's completely Microsoft's fault.

    For the record, a list of RAM-implicated apps I'm aware of. Take note of how many Xbox releases - you know, the ones with much Microsoft involvement and crazy certification processes - are implicated.

    • Temple Run
    • Tunein Radio
    • Nokia Xpress (fixed)
    • Asphalt 7 (fixed)
    • Puzzle Craft (fixed)
    • Brotherhood of Violence
    • The Dark Knight Rises
    • Amazing Spider-Man
    • Real Soccer 2013

    And once/if we get availability of these titles nailed down, the conversation will shift to three other areas which fall directly on the shoulders of Microsoft - the inability to backup game saves (those with 4/8 GB of memory would appreciate being able to cycle between games), the inability to install to external storage, and the overbearing storage requirements.

    Basically, on some of Windows Phone's best chances at relevance, gaming is a mess.
    Well , Adreno 225 equates to iPhone 4S/S3's GPU performance , So gaming will always be one-two years behind on WP even if devs want to make a high end game for it.
    04-06-2013 08:57 AM
  18. AngryNil's Avatar
    Well , Adreno 225 equates to iPhone 4S/S3's GPU performance , So gaming will always be one-two years behind on WP even if devs want to make a high end game for it.
    Devs aren't really looking to make such a game because it doesn't make much sense from a business perspective to only target a few devices. Also remember that the 2013 Android flagships are running at 1080p.
    04-06-2013 09:25 AM
  19. jfa1's Avatar
    Look, in all seriousness, this 1GB requirement needs to stop. If Microsoft can't provide the environment to have old ports running on 512MB of RAM, then Microsoft should have mandated 1GB of RAM on all Windows Phone 8 devices. They already made a clean-ish break by cutting off WP7, since they kept 512MB, they sure as heck better support it. Same with the ridiculous, arbitrary storage requirements for installing large applications & games.

    Fix your crap, Microsoft.
    The ability to have games run on 512 instead of 1 gb is there from MS dude. MS can not force a dev to develop a 1gb version or a 512 mg version There is such a thing as the free market capitolistic system you know. There is freedom of choice at least in some ecosystems.
    04-06-2013 10:05 AM
  20. farukdgn's Avatar
    this windows phone 8 is a joke.. u need to have 1gb of ram to run temple run? rly? are u kidding me? newer gona buy windows phone again cmon sony xperia go have 512 mb of ram and can run temple run 2 and i cant run temple run 1 on my 8s?? rly?? i cant belive it -_-
    This is not the problem windows phone. Don't buy any windows phone again if you wish.
    04-06-2013 10:31 AM
  21. farukdgn's Avatar
    well u dont know if it will run on 512 mb of ram... i am pissed as well i have 8s and cant play temple run 1 while my friends on sony xperia go can play temple run 2...
    You shouldn't have bought windows phone if you wanted to play games that wasn't even released. Good luck in your life with suckdroid.
    04-06-2013 10:34 AM
  22. Dratwister's Avatar
    No, my point was that pretty much any game that can run on the Lumia 920 should be able to scale down for a 512MB device, since they are all WVGA and the assets can be significantly downsized (by a factor of 2.5). Yes, we have to wait for developers who have run into RAM problems to update their apps, a situation that did not exist with 512MB on WP7 and that barely exists on competing platforms.

    None of these titles are too graphically intensive to work with 512MB. I can't make this clearer - that was never the contention. The contention is that Microsoft is playing a losing game from behind. Microsoft works on the development tools, the porting experience, and the vetting process for app submissions, and has provided development / monetary assistance in the past. There's something in there which must have been able to at least partially avoid the recent launches that have been RAM restricted.

    I'm definitely leaning towards there being some (serious?) issues with the cross-platform frameworks / engines. I would have hoped that Microsoft would have worked closely with Unity and others, considering it was last June that they announced support for them. And if this is a problem born from Microsoft's refusal to support OpenGL, then I believe it's completely Microsoft's fault.

    For the record, a list of RAM-implicated apps I'm aware of. Take note of how many Xbox releases - you know, the ones with much Microsoft involvement and crazy certification processes - are implicated.

    • Temple Run
    • Tunein Radio
    • Nokia Xpress (fixed)
    • Asphalt 7 (fixed)
    • Puzzle Craft (fixed)
    • Brotherhood of Violence
    • The Dark Knight Rises
    • Amazing Spider-Man
    • Real Soccer 2013

    And once/if we get availability of these titles nailed down, the conversation will shift to three other areas which fall directly on the shoulders of Microsoft - the inability to backup game saves (those with 4/8 GB of memory would appreciate being able to cycle between games), the inability to install to external storage, and the overbearing storage requirements.

    Basically, on some of Windows Phone's best chances at relevance, gaming is a mess.
    Nothing, just sit down and wait if you still want to stick with windows phone. Sit down and wait for those devs to improve their apps/games :)
    AngryNil likes this.
    04-06-2013 10:56 AM
  23. Sanjay Chandra's Avatar
    Devs aren't really looking to make such a game because it doesn't make much sense from a business perspective to only target a few devices. Also remember that the 2013 Android flagships are running at 1080p.
    Why not ? They can make a single game with highest graphics on a high end device and medium graphics on current adreno 225 devices and low graphics for other devices.Automatically adjusted graphics (textures , effects etc.) according to hardware
    04-06-2013 12:25 PM
  24. ticktock5's Avatar
    This is not the problem windows phone. Don't buy any windows phone again if you wish.
    If a very popular app requires excessive resources to run on their platform, and their platform alone, it IS MS's problem. Well at least, if they ever want to retain customers. People need to stop defending them if they want WP to succeed.
    AngryNil likes this.
    04-06-2013 05:38 PM
  25. AngryNil's Avatar
    The ability to have games run on 512 instead of 1 gb is there from MS dude. MS can not force a dev to develop a 1gb version or a 512 mg version There is such a thing as the free market capitolistic system you know. There is freedom of choice at least in some ecosystems.
    No. No, no, no. There's no free market capitalistic system, there are the storefronts of Google, Apple, BlackBerry & Microsoft - where you play by whatever rules they impose. Microsoft can say that you must have freaking good reason to exclude 512MB devices. To a much larger degree, it can mandate that Xbox games must run on 512MB (else have fun loitering in the indie section of the store).

    Why not ? They can make a single game with highest graphics on a high end device and medium graphics on current adreno 225 devices and low graphics for other devices.Automatically adjusted graphics (textures , effects etc.) according to hardware
    In which case there would be no issue with compatibility anyway. Fact of the matter is few if any developers are doing this, and there's little reward for pushing the graphics envelope on the select few flagships - keeping in mind that 1080p could largely negate any advances in processing. There aren't really any jaw-dropping graphics at pixel resolution for 720p and I bet that if you take a screenshot of a game on a new 1080p Android flagship and view it on your monitor, you'll see how many crumby shortcuts were taken. Of course, it will look fine on the devices at 400+ PPI (and hence we almost delve again into the stupidity of the PPI wars).
    04-06-2013 07:09 PM
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