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Could the Processor Power of modern cell phones be a game design set back?


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#1 onyxthedog

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Posted 26 March 2008 - 05:08 PM

Does it limit how much detailed content you can have and where you can cut the corners? Do you have to consider the computation power when designing the game?

Sorry, I have only programmed computers, but that is about to change.:yes:

#2 Ninevolt

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Posted 27 March 2008 - 02:11 PM

The simple answer is yes. Mobile processors are getting substantially faster, but they still aren't up to the performance specs you and I are used to with mainstream computers. In addition, the small form factor mean there is hardly any room dedicated to graphics processing, and while this is changing, most cells have to work overtime to run anything remotely like real-time 3D graphics. IMO if I were developing a game for cell distribution, I'd take a very conservative approach to handling system resources. Not surprisingly, the limited specs of the majority of mainstream cell phones leads most developers to make 2D sprite (old school!) games, to avoid potential performance problems. Again, this is all changing and in a year or so, who knows? The iPhone just got an upgrade that allows for Flash Lite movies/games to be played, and its only a matter of time before Moore's Law works its magic and allows for more 3D content to make its way to the cell market.

#3 rouncer

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Posted 28 March 2008 - 05:47 AM

Ive seen tonnes of 3d stuff on mobile phones, and hand held computers are
amazing.

I dont see the issue at all - just go 3D 3D 3D!

(maybe im being a little over enthusiastic.)

#4 Skavenger

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Posted 28 March 2008 - 10:04 AM

Its worth noting that a major problem is input. If you attempt multiple keyboard inputs (or even diagonals) then you may be in for a big disappointment (Depending on what platforms your targetting).

#5 Kenneth Gorking

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Posted 28 March 2008 - 12:28 PM

The performance of the ARM processor is not that bad, I know that they recently cracked the 1Ghz barrier (few months ago). Almost all new cell-phones comes with a PoverVR graphics accelerator (demos), the newer ones are even OpenGL 2.0 compliant.

As for the input issue, I have been thinking of something different. My Nokia N95 comes with built in accelerometer, which means that you can get 3D readings concerning its tilt/rotation. You could then use this information as input to a game, like navigating a ball through a maze, or whatever. The accelorometer even measures force, so if you quickly move the phone upward it will register it, and you could use that for jumping the ball over obstacles. Some accelorometer demos (1, 2, 3)

So, there is plenty of juice available, now get cracking :)
"Stupid bug! You go squish now!!" - Homer Simpson

#6 Ninevolt

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Posted 28 March 2008 - 07:55 PM

Kenneth Gorking said:

The performance of the ARM processor is not that bad, I know that they recently cracked the 1Ghz barrier (few months ago). Almost all new cell-phones comes with a PoverVR graphics accelerator (demos), the newer ones are even OpenGL 2.0 compliant.


I guess I'm a bit out of touch then, apologies :).

#7 imerso

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Posted 30 March 2008 - 09:58 PM

The newer cell phones are a nice platform to work with, but you need to keep polygon count very low and make use of fixed math to get good performance, just like old PCs.

It may change in the future, of course...

Good luck.





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