Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by trs9556 · Oct 23, 2013 at 01:53 PM · androidiosperformancecomparerequirements

Android performance VS IOS

I'm sure this question has been asked many many times, and I've done hours of searching but I still haven't found what I'm looking for.

I'm currently developing a tower defense game for Android. It's pretty intensive and not simple, as a result I've concluded that the Android device needs to be a minimum of 1.2GHz dual core with 1gb of ram.

I've ran the app on my Droid x2 which is a 1gh dual core with 512mb of ram and it runs ok. It lags a bit but is possible to play.

I use my Samsung Galaxy s3 as my main phone for development and its a 1.3GHz dual core with 2gb of ram and it runs my app like a champ. It sometimes lags (Gets around 10FPS for a few seconds) but majority of the time it's at 25-45 FPS.

With that being said I know what the "specs" required for Android are. The issue I'm having is I can't test my app on any iDevices because I haven't paid the $100 developer fee and quite frankly I don't want to pay it just to find out IOS can't handle my game due to its complexity.

Does anyone have any experience with this? If Android requires a dual core is IOS more efficient in that it doesn't require a dual core? Or is it the opposite, IOS requires better hardware specs? Information like this is what I'm looking for.

If anyone is willing to share their personal experiences I'd love to hear them.

Thank you for reading.

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image meat5000 ♦ · Oct 23, 2013 at 05:06 PM 0
Share

AFAI$$anonymous$$ iPhones are POOPOO - Citation Needed

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by darthbator · Oct 23, 2013 at 11:02 PM

The S3 is a rough hardware equivalent to the iPhone 5. That Droid X2 is using the Tegra 2 chipset which I think is slightly less powerful then the A5 chip you'll find in the current ipod / iphone 4S. All apple processors after the A4 (iphone 4) are dual core chips btw.

In my experience apple's devices tend to perform slightly better then android devices generally considered to be "in the same class". I can't confidently say exactly why that is (they do their own in house processor design, could be that. Software is different, could be that. There's lots of differences. For example Android does all it's DVFS (CPU frequency scaling) in software, Apple's chips do this in hardware, that alone can make a difference in "on demand performance".

Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image trs9556 · Nov 01, 2013 at 11:38 PM 0
Share

Thanks. I planned on targeting the 4s and up so that works out fine for me!

avatar image RyanZimmerman87 · Nov 01, 2013 at 11:53 PM 0
Share

I would say if your S3 can run the game like a champ you should be good to go that's a pretty good target platform for mobile right now to make sure the game runs really smooth. Of course you should always try to optimize for slower phones, but I wouldn't sacrifice your game's quality to do so.

avatar image LilGames RyanZimmerman87 · Oct 13, 2017 at 02:09 PM 0
Share

You never know though... there could be some things an Android device handles more poorly than iOS. For example, I just optimized a game to run its main loop at 10ms in the Editor (that's equivalent to 100fps). On an iPhone 4S I get a solid 60 fps. But on an LG GPad III I get varying between 52 to 58 fps. Odd no? The LG has an octa-core CPU and is way newer than the iPhone 4S. I suspect it's my use of distance fog. But still...

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

18 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Empty public script variables. 1 Answer

Can Apps ask for CPU power? 1 Answer

Object pool - how to load stuff 1 Answer

Android Tablet vs iOS iPad performance difference 0 Answers

Too much triangles and more doubts performance-related 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges