Friday, November 25, 2011

Determining iOS Hardware / Device

I am currently working on my second iOS game in which I am creating dynamic Open GL ES reflections, and noticed on the older devices it would cause a drop in frames per second. It doesn't on the iPad 2, I do not have iPhone 4S yet, but I assume it won't have a visible effect there either with the new CPU.

So to not diminish the user experience I decided to remove those reflections, on the interactive CCSprite, on the older devices.

I went searching and found : UIDeviceHardware - Determine iOS device being used

I ended up just using: (platformString wasn't useful to me) I then just created a convenience method for myself to check for the version that have the Dual-core Apple A5 processor.

9 comments:

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  2. Great post! It's smart to optimize for older devices to ensure a smooth user experience. That frame rate drop can definitely be a immersion killer, even in a complex life simulator like Bitlife . Good call on abstracting the hardware check into a convenience method – that'll keep your code cleaner as you add more features.

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  3. It's smart to optimize for older devices to ensure a smooth user experience! Frame drops can really pull players out of the immersion. It's a tricky balance between pushing graphical limits and maintaining performance across different hardware. Reminds me a bit of how some games need careful balancing to keep things fun without being frustratingly difficult, like trying to navigate tricky ramps in Slope Game. Getting that right is key!

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