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its cause htc 8s have 512 mb of ram it dont work on nokia lumia 620 as well cause it have 512 mb of ram it isnt htc s fault
well i dont know why same developers can make a game that can run on 256mb of ram on iOS and on 512mb of ram on android but cant make one that could run on 512 mb on windows phone..isnt that strange? they must hate microsoft and windows phone...
i dont understand why temple run can work on 512 and even 256mb of ram on androind and iOS but can only work on 1gb of ram on windows phone and the developers are the same...how can that be like that ?
So what's the disconnect here? Android runs on a crazy number of devices with all kinds of hardware configurations. Why are developers finding it so hard to achieve decent performance and low memory usage on Windows Phone 8's two processors? All the 3D games released recently have low frame-rates. Games like this can't even run on 512MB of memory. If the developers can make it run on 256MB elsewhere but restrict it to 1GB here, Microsoft needs to fix the problem. That problem could be Microsoft's tools, it could be bad software development. Either way, this title was obviously chased by Microsoft themselves and they shouldn't have shipped a memory-hogging, non-XBL title.My guess? They don't care about optimization on WP platform? May be?
So what's the disconnect here? Android runs on a crazy number of devices with all kinds of hardware configurations. Why are developers finding it so hard to achieve decent performance and low memory usage on Windows Phone 8's two processors? All the 3D games released recently have low frame-rates. Games like this can't even run on 512MB of memory. If the developers can make it run on 256MB elsewhere but restrict it to 1GB here, Microsoft needs to fix the problem. That problem could be Microsoft's tools, it could be bad software development. Either way, this title was obviously chased by Microsoft themselves and they shouldn't have shipped a memory-hogging, non-XBL title.
So what's the disconnect here? Android runs on a crazy number of devices with all kinds of hardware configurations. Why are developers finding it so hard to achieve decent performance and low memory usage on Windows Phone 8's two processors? All the 3D games released recently have low frame-rates. Games like this can't even run on 512MB of memory. If the developers can make it run on 256MB elsewhere but restrict it to 1GB here, Microsoft needs to fix the problem. That problem could be Microsoft's tools, it could be bad software development. Either way, this title was obviously chased by Microsoft themselves and they shouldn't have shipped a memory-hogging, non-XBL title.
This title was not chased by Microsoft. WP8 users demanded it. Microsoft has nothing to do with the situation. I don't know about lag on temple run because I have not played it. But you can blame the developer not MS. And the tile bug it's evidence enough at who you should be angry. Microsoft does not ships they run an app store when anyone can publish. About the memory the idea is this. You have 1gb and 720p resolution and you have 512 and wvga resolution. So for the 512 version they should have come up with other assets for the textures and it would have worked. Now let's assume we have models and textures for both resolutions. You now have a game 1.5 times the original size(because you now have textures for lower resolution included in the game). You will have so big a game that people with lower space on their devices may not be convince to get it(incidentally the lower 512 ram devices also have less space). So they should have just put the game(without assets)in the market and then download the assets based on the resolution. But this requires their own servers and bandwidth and some more code. So they ruled against it. So if you want to blame someone blame the developer for trying to work as less as possible for as big a profit as they can.
lol if u look on the web site u will see that
movement and directional sensor
HD720P (720x1280)
WVGA (480x800)
WXGA (768x1280)
all of this resolutions are supported for temple run(here is link Temple Run | Windows Phone Apps+Games Store (United States)) and i think microsoft dont ewen care how the game runs they are just happy that they got it out now and microsoft should ask game developers to make a game possible on 512 mb device and obviously they didnt do that that s why i think it is their fault. If they can make it run on iOS with only 256mb then i bet they can make it run on wp8 with 512mb of ram..but microsoft dont care and didnt ask them to do that
Is that why Belfiore was able to "preannounce" it? Microsoft obviously chased this title.This title was not chased by Microsoft.
Android → no 1GB RAM requirementAnd you still think the requirement of a 3rd party application too high is Microsoft's fault?
Is that why Belfiore was able to "preannounce" it? Microsoft obviously chased this title.
Android → no 1GB RAM requirement
iOS → no 1GB RAM requirement
Windows Phone → 1GB RAM requirement
Please do the freaking math. There's clearly something wrong with how Windows Phone is dealing with storage and memory. And "spoilt"? I don't even own an Xbox, I could care less about achievements myself.
because Android was released in 2008 and WP8 released in 2012 that is why. it's not matured.Android runs on a crazy number of devices with all kinds of hardware configurations. Why are developers finding it so hard to achieve decent performance and low memory usage on Windows Phone 8's two processors?
Temple Run can run on crappy Android devices that have worse processors than the MSM8227. These mobile GPUs do not have some crazy effect on RAM.also the GPU in most WP8 is incredibly underpowered (last-gen) compared to the stuffs that are out now, esp iPhones which have the fastest mobile GPU in a phone.
I'm sorry, are you aware that the performance and incompatibility problems are not restricted to Temple Run? It's happened with just about every 3D game released over the past few months. WP8 has proven to be a disaster for games, when we initially thought native code and support for engines like Unity was going to turn the tide.I still don't get why you are blaming Microsoft for developer's issues. Would you blame Apple if Skydrive doesn't work on your iOS device?? no. so why would u blame Microsoft for Temple Run, something they have no control over?
And if Microsoft needs to reserve quite a lot of memory to maintain a lag-free environment, it should have mandated 1GB of RAM, 8GB of storage, heck, even subsidised it on cheaper handsets like the 8S, 520, 620, etc.Maths is simple - on dual or single core WP doesn't lag. Everything else lags or needs 4 or 8 cores!
You are God. I love your formula. Lol.Maths is simple - on dual or single core WP doesn't lag. Everything else lags or needs 4 or 8 cores!
Lets deal with the real,thing. Someone mentioned WP 8 launched 2012. Now WP8 SDK made online Late October 2012, companies start decide to start building apps, they bring in new folks to develop for Wp8. And so lets assume Jan '13 to be when the developers get their engines running. So we just three months away and we are seeing momentum on a 6 month old OS. Appreciate that first(MS/devs).Temple Run can run on crappy Android devices that have worse processors than the MSM8227. These mobile GPUs do not have some crazy effect on RAM.
I'm sorry, are you aware that the performance and incompatibility problems are not restricted to Temple Run? It's happened with just about every 3D game released over the past few months. WP8 has proven to be a disaster for games, when we initially thought native code and support for engines like Unity was going to turn the tide.
Oh, and just in: a streaming radio app I used to use, TuneIn, just lifted its requirement to 1GB of RAM. Can you seriously not see that there is something wrong here?
And if Microsoft needs to reserve quite a lot of memory to maintain a lag-free environment, it should have mandated 1GB of RAM, 8GB of storage, heck, even subsidised it on cheaper handsets like the 8S, 520, 620, etc.
like others mentioned, it's not ms's fault that those apps don't work on those devices. There are plenty of awesome apps that support 512 mbs perfectly. Why didn't imagi optimize it? Because they didn't feel like it.