Forums » Android

Specs required/recomended list?

Dec 11, 2010 Growlor link
Is there already a list of what the minimum and recommended Android specs are?
I was also wondering if there is a list of "I can buy it now" devices that have been tested with VO and how well they performed (I know this may be tough to do if the devs are bundling with only a few specific vendors though.)
The reason for my asking was I noticed the Viewsonic G was under $400 at a online retailer that has a brick and mortar store near me, so was wondering how well this or any other currently obtainable Dtab (Droid tablet) works with VO.
Dec 17, 2010 incarnate link
It is tough for us to talk about recommended hardware right now, and ALL THE FOLLOWING INFORMATION IS SUBJECT TO CHANGE..

I have run the game on a Viewsonic G, it does work. The OS revs I have seen on the devices are a few months older than I'd like, and have some driver bugs that really slow down our game (problems long since fixed by NVIDIA, but when updates are pushed out to users is up to the OEM). Hopefully an update will be forthcoming sometime soon, but I can't speak to that. The hardware is fine, it's just like any other Tegra tablet. Although I think it may only have 2 touch points.. I'm not sure, but that could be a limiting factor. I'd like to see a minimum of four simultaneous multi-touches. More are better, but four is a good starting point.. two is not enough.

In general, we recommend Tegra 2 based devices with 1GB of ram. A wide-viewing-angle IPS screen could also be nice. We've only tested on 9" displays. We'll eventually have different menu UIs for different sized displays, but right now it just makes the usual one.. smaller. 1024x600 is our native test resolution for the game; it scales to larger resolutions fine, and smaller resolutions with some detail loss as of this moment (something else in development).

The game runs on 512MB devices, but that makes memory pressure more challenging, you have to be really careful about free memory.. something we're trying to figure out. Ie, if you have a bunch of backgrounded apps, it can be much more of a problem. 1GB is better.

It's still a bit early on Tegra-based Android tablets, which is part of why we haven't specifically endorsed anyone or said to run out and buy something. We're optimistic about more compelling products appearing.

We know zilch about non-Tegra devices. We've been told the game crashes on the Samsung Galaxy Tab (as of 12/17/10), which is based on the PowerVR chip as opposed to Tegra. We strongly recommend Tegra for anyone who wants to play VO, but we will eventually try to make things as broadly compatible as possible. As of this writing, I expect the best play experience to be on Tegra, due to their support of DirectX Texture Compression, along with our extensive testing and development on Tegra+Android.

For right now, we are FroYo compatible. Whenever we move to Gingerbread APIs, and start doing fully native 3D, sound and input, we may drop support for pre-Gingerbread devices. We'll see. It depends on whether we see a strong performance improvement or not. Given the choice, I'd prefer to keep both sets of APIs, but detection may be challenging.. we haven't gone down that road yet.

That's about all I can say for now. Clearly, I'm not endorsing anyone, or saying to rush out and buy a tablet. It's pretty early right now. But if you can't wait, keep the above in mind.
Dec 23, 2010 Chameleon link
Detection shouldn't be challenging at all. The API level is set as an integer.

http://developer.android.com/guide/topics/manifest/uses-sdk-element.html
http://developer.android.com/guide/practices/compatibility.html

I would love to participate in testing, but I don't have a tablet, only a T-Mobile Vibrant (Samsung Galaxy S).
Not to toot my own horn (too much), but I do have 9 years experience as a Software QA Tester / Jr. Dev. with a specialty in Test Automation. Hook me up with a tablet and I'll test/debug the shit out of this. :-)
Dec 23, 2010 incarnate link
Well, yes, at the basic level, detection should be fine. It would be more accurate to say "detecting and then doing something meaningful" may be challenging. Gingerbread/Froyo NDK fallbacks are (right now) a somewhat unproven area, event out in Mountain View. I imagine we'll figure something out as we go forward, though. I know that OpenSL-to-Java fallbacks are possible, as we know another developer who has done it.

Anyway, glad to hear you're enthusiastic. The more people testing with different device types out there, the better, even if it's only to tell us "the game crashes and doesn't work at all". I've personally run the game on my first-gen Droid and on a Nexus S out at Google, so phones can sometimes run it.. notwithstanding the warnings from the newsletter (about it running poorly and being very tough to play), we will still appreciate feedback on where it does and does-not work. Ram is usually the biggest issue on lower-end phones; I can't background the game on my droid without it being killed.
Mar 02, 2011 jackxlj link
I have a xoom,and i would love to try this game out on it
Mar 15, 2011 Maxorq link
Hi, I wanted to ask why I dont see Vendetta Online in Market.
I use Samsung Galaxy S, I have downloaded old apk from Internet, and it worked fine,
but when I wanted to play online, it downloaded update, showed the message that it will open Market, but then I get Fatal Error.
Tutorial worked fine, so I want to ask if there is some direct download link.
Mar 15, 2011 abortretryfail link
Maxorq,
Yea you're getting that because you installed the APK from outside the market and when it tries to get the Android Market to update the APK it fails because your phone's not supported.

I ran into the same thing trying to torture my old Droid with this game. Computer sadism will have to wait. :P