Will there be a non-gles3 version of the android port?

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Will there be a non-gles3 version of the android port?

Postby epoch32 » Fri Oct 28, 2016 4:23 am

For devices that don't support it, will there be a non-hd port of the game? like the o.g. port on ios.
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Re: Will there be a non-gles3 version of the android port?

Postby Elendil / Redshift » Fri Oct 28, 2016 10:42 am

The old version will not be ported.

As for the new one, we'll try hard to add support for OpenGL ES2 devices, but we cannot promise any definite results, sorry.
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Re: Will there be a non-gles3 version of the android port?

Postby epoch32 » Fri Oct 28, 2016 4:08 pm

Elendil / Redshift wrote:The old version will not be ported.

As for the new one, we'll try hard to add support for OpenGL ES2 devices, but we cannot promise any definite results, sorry.

So if it does get released, what compromises have to be made?
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Re: Will there be a non-gles3 version of the android port?

Postby Elendil / Redshift » Fri Oct 28, 2016 4:23 pm

Probably will be slower and larger. But as I said, I'm not entirely sure it'll be done at all. I cannot tell right now.
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Re: Will there be a non-gles3 version of the android port?

Postby fanoush » Mon Oct 31, 2016 8:13 pm

This is so sad. I waited so long and for nothing. I would perhaps understand if Quest was some super fancy 3d game similar to Fallout 3, Half Life 2 or Portal 2 but it is just old school RPG game. It should be possible to write the engine with any 2D library like SDL and pure software rendering. Why OpenGL ES 3.0 is needed?

Anyway, according to https://developer.android.com/about/das ... tml#OpenGL currently 44.9% of all Android devices cannot run The Quest. This sadly includes all 3 tablets in our family so no Quest for us :-(

Looks like I should really dig up my old Palm T3 or Tapwave Zodiac to play The Quest :(
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Re: Will there be a non-gles3 version of the android port?

Postby Elendil / Redshift » Mon Oct 31, 2016 10:48 pm

I'm sorry to hear that. I'll try to explain.

The Quest contains 1.2GB of images. These must be compressed to take up managable space both when running the game and when downloading it. Devices which don't support OpenGL ES3 don't have a common texture format. And the texture formats they do support all have limitations, sometimes serious (like no compressed transparent textures).

It comes down to time and resources. Since release I've spent almost all of my time fixing bugs on different devices. The Quest runs on 3460 different (OpenGL ES3 capable) devices. Most of them work fine, but a few don't. And this with modern hardware and software.

With all those older devices with buggier Android versions and buggier drivers, I'm not sure the result would be satisfactory. We don't really want to release a game which is buggy and slow on a lot of players' devices. Also, it would take a lot of time. We are a very small company, three people. We can't take forever to finish games.

Still, I won't completely rule out the possibilty of supporting OpenGL ES2, but it's unlikely, sorry.

(As for software rendering, the old Quest on iPhone renders a 480x320 pixel image at 20 frames per second, using very small textures using it's software renderer. The Quest on Android can run on devices with 2560x1600 pixel screens at 60 frames per second, using up to 2048x2048 textures. Software rendering it wouldn't even be a slideshow. ;))
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Re: Will there be a non-gles3 version of the android port?

Postby fanoush » Tue Nov 01, 2016 8:01 am

Thanks for explanation.
Elendil / Redshift wrote: And this with modern hardware and software.

With all those older devices with buggier Android versions and buggier drivers, I'm not sure the result would be satisfactory.

Well, I don't see why older devices would be buggier. Quite the contrary, they could be more stable. Newer does not mean better. OpenGL ES 2.0 driver support could be more mature over years than new 3.0. Or they could be simply the same.

When looking at the dashboard page again and counting devices below Kitkat 4.4 it is only 18.6% so 81.4% devices run kitkat 4.4 or newer yet only 56.1% support OpenGL ES 3.0.

Anyway, it is you choice indeed. Just think about those 44.9% devices (most of them not so old) not able to run it ;-)

I hope you'll eventually get some chance to support those 'older' devices too.
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