I’m not sure, how Google gathers stats for this page and what is considered an active device ![]()
It can be “any device that visited Google Play Store at least once in this week” or something similar.
Keep in mind that the absolute # of devices supporting only ES2 is probably not increasing strongly, as most new devices support 3+.
the year 2020, and there is probably no point in using ES2 for android/ios, but I just wanted to be sure. I’m thinking of using linear colorsapce and ES3 for my 3d mobile project. Any thoughts?
well, every time i try to release for opengl 3 i get tons of complains about how the game stopped working. So I guess many devices still stuck on 2.0
some of our games are already opengl 3.
there is random crash in some older devices, around 2015… but well, we need to move forward
And you can blacklist buggy devices from Google Play console. That way you can avoid unneeded support messages and one star reviews.
is there a way to find out the opengl market share? the google dashboard one is not updated any more and the last data is from march 2019
Interesting, thanks for the tip! It would make sense share such (black)lists of non-compatible devices, since they’re probably affecting many games. Do you know of some widely-used culprits (or a way of finding them before release)?
Unfortunately there isn’t any straight answer for devices that should be blocked. That is because there are many reasons to block devices, e.g. shader issues (that might only happen with certain renderer), performance issues, crash issues, aspect ratio issues …
It’s updated.
https://developer.android.com/about/dashboards
For the record,
May 7, 2019: 21.1%
April 10, 2020: 14.8%
Thanks. Finally they updated it. Was updated yesterday again. 14.5%
Amazing it’s still so high. I’m trying to enable ASTC compression and it seems half of the market still doesn’t support that API level.
Hi, I am just confused. If I check Android OpenGL ES Distribution chart, it shows the following distribution
OpenGL ES Version-----------Distribution
GL 1.1 only-------------------------0.0%
GL 2.0--------------------------------14.1%
GL 3.0-----------------------------------18.1%
GL 3.1------------------------------------9.6%
GL 3.2----------------------------------58.2%
Here it shows that GL 2.0 supports 14% devices and Also Android website says
Android supports several versions of the OpenGL ES API:
OpenGL ES 1.0 and 1.1 - This API specification is supported by Android 1.0 and higher.
OpenGL ES 2.0 - This API specification is supported by Android 2.2 (API level 8) and higher.
OpenGL ES 3.0 - This API specification is supported by Android 4.3 (API level 18) and higher.
OpenGL ES 3.1 - This API specification is supported by Android 5.0 (API level 21) and higher.
Here it tells GL 2.0 is equivalent to API level 8 or higher.
And If I check API Distribution chart from Android Studio it tells me 99.8% devices support API 16 and above. If it is so, why
shows that GL 2.0 supports 14% of devices. I am totally confused here. Can any one explain? Thanks.
It means that 14% of devices only support GL 2.0 and lower. All devices that support 3.0 support 2.0.
I had a huge drop on a 3d driving game, tried dividing terrain, using occlusion, you know the usual. Saw your note on GL3 reduced FPS, switched back and now I am hitting 40fps, thankyou thankyou thankyou!