Requiring Open GL 3.0 - Excluding older devices?

Hey all,

Let’s say I have an iPad build using Open GL 3.0. Since the iPad 1/2 don’t support Open GL 3.0, would it exclude those devices from downloading the App in the App Store?

yes

I’m wondering the same and I’m not sure why musikit answered with a general (and uncommented) “yes”.

In the graphics settings you can change “Graphics Level” to “Automatic”, which allows to run OpenGL ES 3.0 on devices that support it and run OpenGL ES 2.0 as a fallback on older devices.

Of course you would have to take care for proper feature fallbacks yourself (shader, quality, feature-fallbacks, etc.). But this way you should be able to create a single build, that runs OpenGL ES 3.0 while also serving old devices, ain’t that right?

the question was very specific. it doesn’t need restating however i will use a easier example question.

“this rollercoaster states that it does not allow pregnant women to ride it. does that mean my pregnant wife can’t ride it?” yes that is correct.

so if you mark your ipa as opengl 3.0 only. then only opengl3.0 devices will be able to use it.

while unity may fallback to opengl 2.0 on devices that don’t support opengl 3.0 the question was not about that. the question was “if i mark my ipa as opengl 3.0 only does that mean opengl 2.0 devices will not be able to run it.” to that the answer is yes.

Thank you for the replies. I know it seems like a silly question musikit - I should have been more specific.

Essentially, I’m wondering if users attempting to download the opengl 3.0 (only) app will receive notification in the App Store that it isn’t compatible with their device - OR if it simply locks up their device when they try to open the app. For me, those are very different scenarios, as the latter comes with potential bad reviews, unhappy users, confusion as to why it’s not working for them; it makes it look like it’s our fault.

But what if our goal is to exclude those older devices? I’ve read about many iOS dev’s that tried to limit compatibility of certain devices by, say, requiring a front facing camera to exclude the iPad 1, even when that feature isn’t necessary for their app, and being rejected by Apple.

So, I’m also curious if anyone had experience with that and restricting usage to opengl 3.0 devices.

ok. if you mark in your plist “opengl 3.0 only” then apple will ensure your game only gets installed onto opengl 3.0 only devices.

i have no experience with limiting devices other then ios version however from running an older iphone 3gs and trying to download apps i usually can not purchase with a remark similiar to “not compatible with your device”

the other side of that is someone receiving your ipa and trying to install it on the device. i’ve never tried this however i would assume itunes has a similiar warning.

opengl es 3.0 i believe is iphone 5s and ipad air only.

Many thanks for your follow-up - cleared that up for me. I was mistaken thinking that all iPad models except the iPad 1 & 2 were compatible with 3.0. I could have sworn I verified that in the iOS docs but I checked again and sure enough OpenGL es 3.0 is currently supported on iPhone 5s, iPad Air and the iPad Mini Retina only.

Cheers