Is there a way to restrict download by 512MB devices?

WaveLightGames

New member
Jun 19, 2014
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Hi,

I've noticed a high number of crashes for my game recently and a lot of bad reviews that suggest it is crashing on lower end hardware. I had originally expected that my game would only work on 1GB devices and above as it's graphically intensive. I've only been able to test on a 920 so I don't know how it runs on other hardware. Is there a way I can limit the ap's visibility to 1GB and above devices in the store listing? I don't really want to get lots of bad reviews from people not able to run the game.

thanks,

Raj
 
You should make a list of compatible devices and also resubmit app for 1GB device compatibility only. Pull the current one from store.
Sent from my Lumia One Three Two Zero
 
I made changes to my appmanifest but it seems that the app is still visible to low memory devices on the store. Here are my entries from my appmanifest:

***
<Requirements>
<Requirement Name="ID_REQ_MEMORY_300" />
</Requirements>
<FunctionalCapabilities>
<FunctionalCapability Name="ID_FUNCCAP_EXTEND_MEM" />
</FunctionalCapabilities>
***

Is there something else I have to do? I've saved the changes and rebuilt my master package. Is there a step I'm missing?
 
Hi guys ... can anyone help? I'm really struggling at the moment with this. I don't wan to pull the app because it's a universal app and I don't know what implications that will have. I'm also entering it into the Unity contest whose deadline is July 20th so I'm really reluctant to take it off the store in case the replacement file isn't approved in certification before the 20th deadline.

Is there no way to make the changes in the manifest as an update rather than removing the entire app and submitting a new one?
 
Try to remove this:
<FunctionalCapabilities>
<FunctionalCapability Name="ID_FUNCCAP_EXTEND_MEM" />
</FunctionalCapabilities>

PS. I don't know about universal apps, but there's no need to remove your app. Just create an update.
 

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