| Not my insight, but one of the more informative comments I saw in the article Slashdot linked to on this topic (http://www.electronista.com/articles/12/03/10/mika.mobile.sa...): I completely support your decision to drop Android like a hot potato. In the two weeks since starting as a senior graphics engineer at a middleware company who shall remain nameless, I have learned from coworkers about, or personally experienced: - Drivers that crash if you try to actually use all of the texture formats they claim to support
- Drivers that crash if you try to actually use certain ARBs that they report as supported
- Drivers that report supporting 128 shader uniforms but crash if you try to access anything past the first 64
- Drivers that report supporting various OpenGL ARBs but actually have a software path in fact, I don't believe there has been a single Android device that has come out so far that is actually point-for-point compliant with the requirements for OpenGL ES 2.0, yet they have no problems claiming to support it nowadays. GPU support on Android is utterly atrocious, and I've managed to learn this in all of two weeks at my new job. As someone that's on the verge of porting some 3D code to OpenGL ES 2.0, this is awfully depressing. :( |
The problem with this discussion -- it is ostensibly an iOS versus Android discussion, as if developers have the luxury of just developing for iOS and the market will follow (hint: ha! Android made most of its gains when there little to no apps for it. Apps like Netflix and others followed but didn't lead. Now you could fill your day trying out new games and apps) -- is that there are a lot of very, very strongly biased individuals and parties, and the discussion gets completely crowded out by what often ends up being bullshit (though it takes a lot of legwork and endless excluding to actually discern that). What I like to see are specifics, but they are shockingly hard to come by. Lots of vagaries and second-hand accounts of profound all-encompassing difficulties, but never specifics that could be vetted, if only to offer a fix or different approach.
In this case of the linked story the vendors used Unity 3D -- why they were even writing specific shaders (double shocking given that their top-down sprite graphics, if I am understanding their apps right, are the most bog standard shaders going) is a mystery.