Maybe this was discussed before but I’m having problem with performance on the 3GS, the same game that plays 30~40FPS on the iPad is around ~10FPS on the 3GS. I aways thought they had the same hardware, the iPad being slower because of the slightly greater resolution.
It seems processor is almost the same on both device but one running and 1GHz (ipad) and other 600Mhz (3GS).
But well, always got better result on ipad than iphone devices with similar specs…
I can’t help with that. I can say that iPad1 usage is only about 1% of the current market, based on a report I read last week. iPhone3GS is probably also a similar share…I would generally ignore those devices and not support them in general. We had to make tons of sacrifices to support 3GS with our first game.
If I had to guess I’d say your likely bottlenecks on the 3GS are pysics, particles (renderers for them) or too many draw calls. Or all of the above. Use the profiler in Unity to take a look.
I misspoke a bit. iPad1 is 1.5% of games usage (of games made with Unity). I see that iPhone 3GS is 2.3%. So not supporting the iPad1 and the iPhone3GS is only going to cost you a whopping 3.8% of the market. Acceptable I’d say given the performance restrictions.
You are most likely missing one key difference: GPU wise the two devices are equal yeah so if something is gpu limited, the ipad1 will lose flat out.
BUT the iPad1 has a much faster cpu (1000mhz vs 600mhz) which additionally is one generation newer and more potent. So if your game uses physics, AI and stuff like that, there is a very good chance you actually get cpu limited in which case the game will struggle due to that.
Fire up the profiler. Be it the one from the xcode project if you are on iOS basic, or Unitys inbuilt graphical profiler if you are on iOS pro to see if the frametime is gpu or cpu bound.
As for not supporting them: They can not go to iOS6, thats another reason to consider when it comes to support them as Apple decided to mess with different things on iOS6 related to View handling etc which with 3rd party plugins and native overlays can cause some major issues that you can not replicate on iOS6 or not on iOS5 depending on the occassion
That’s incorrect if you’re grouping both devices in that statement. I can’t speak for the iPad1, but my iPhone 3GS is on iOS6. I hate the updates they did to the App Store on V6. If I’m misunderstanding what you said, I apologize in advance.
Why are you worried about 3GS and iPad1? Combined, the 3GS and iPad1 usage totals to about 4% of all users. Get it to run on them (tone down whatever you have to) and move on.