Really good info, thanks for the reply. Yeah I thought the same thing. I’ll be putting a video online soon about this topic on youtube. With the extra 25% you are also increasing your rank in the android app stores, more downloads = higher rank.
I just finished a video which talks about our experience with doing an ARMv6 build for the Google Play market and how it effected the downloads. Hope you find it useful:
In our online games(2D SLG)
The ARMv6 user provides 10% of revenue, about 1000 to 2000 one day (in December 2012).
In 2013, there are a large number of cheap Android (ARMv6) is still selling.
Unity4 does not support ARMv6.
This influence we can not choose Unity3D.(Although Unity3D is very easy to use, and supports multi-platform, but the market-determined, we can not use.)
I know it’s an old thread but maybe someone like me whp still is intrested in this topic would appreciate the following link which lists an acceptable number of devices mounting ARMv5, ARMv6 and ARMv7 cpus
That’s the thing though. Users demand better visuals, more exciting gameplay and other things arm 6 devices fall short with. How much are you losing by contrast gimping your game? if it’s 10% of users who prefer more exciting visuals, then it still does not make any sense to go this route.
However, if your game is a simple one by default that doesn’t require extra power then your findings are very valid. My point, if there is one is that often statistics can be a red herring.
2D strategy game on the mobile platform, the visual effects are not the most important, but the need to support multi-platform, multi-language.
We believe that using Unity can be simple and easy to do cross-platform (iOS / Andorid).
Unity4 support dynamic font on the mobile platform, 2D SLG online game developers can also use Unity4(an important function: multi-language chat).
However Unity4 to give up ARMv6 VFP.
The Android market characteristics (a large number of cheap devices) decided ARMv6 + VFP may exist for a long period of time.
I was wondering, is it possible to have 3 different versions of a game, one for ARMv6, one for ARMv6+VFP and one for ARMv7? The ARMv7 would have better graphics/sounds than both ARMv6 versions and ARMv6+VFP would have better graphics than the ARMv6 version.
Do you know any game examples than run on ARMv6 or ARMv6+VFP? I curious to see what these devices are capable of graphics-wise.
I got unity 3.5 I’m building my Android apk’s on, and unity 4 that i do everything else on. My games would have something like 25 to 40 percent less downloads if i only deployed to arm v7 devices. I have only ever recorded a single error report, and it didn’t happen on arm v6… I think its critical to keep reaching those devices, unless you have extreme success and can afford losing a quarter of the market. That’s my two cents
Is it possible to use multiple APKs (one with ARMv6 another with ARMv7) for a same application on Google Play Store?
This is to target additional user base who has ARMv6 based Android devices.
ARMv6 build will be created with Unity 3.x
ARMv7 build will be created with Unity 4.x