Most common device resolutions?
Monkey Targets Forums/Android/Most common device resolutions?
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I've been concentrating on iOS up to now, which means there are only a few devices/resolutions to make sure your game works. However, I am now looking at Android and am overwhelmed by the device fragmentation, the amount of different devices, resolutions, and all the DPI stuff. I was wondering if anyone could share what resolutions they are targeting for their Android games - what the most popular resolutions are, that kind of thing. I don't want to cater for every single quirky device out there, but if I could get a set of resolutions that are common to ~80-90% of phones and tablets that would be a great help! I found some info via Google, but it was over a year old and things change quickly, so to get some advice from you guys who have released on Android would be really helpful. Am I thinking about it the wrong way - maybe I have been iOS-ified? Thanks in advance. |
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I use 800x480. Unity hardware stats mobile Android: http://stats.unity3d.com/mobile/display-android.html |
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Brilliant, thanks Volker. |
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I normally use 800x480 too... but in my next game I have gone for a 16:9 ratio with a strange resolution of 740x416 ;) |
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I usually use 1280x720 (16:9) or 1024x576 (which is the same aspect ration but fits perfectly into this max 1024 texture scheme). |
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The problem I find with high resolutions like those Xaron is when viewing them on a low resolution phone the graphics / text is really tiny and hard to see / read. |
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therevills that's not an issue actually. I always keep it ratio based so it looks the same not matter if you have an iPhone 3 with 480x320 pixels or an iPad 4 with 2048x1536 pixels. I just scale it to the real resolution and work with the virtual one. |
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It might look the same in ratio, but the graphics must scale smaller to fit on the device screen - so your text might be unreadable on a smaller device. |
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Are you doing something special to fix the above, Xaron? |
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I've pretty much started targeting 480x800 myself. However, I made the mistake of targeting 320x480 for WAY too long, so maybe I should be doubling it. Not sure. |
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Are you doing something special to fix the above, Xaron? I sometimes use just different font sizes. I have a pretty high resolution device (Sony Xperia S) which has only a 4,3" display but a 1280x720 resolution with a dpi which is beyond iPhone's retina display. So as long as I can read the stuff on this device it will look good on others as well. That's my "solution" for now. ;) |
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So as long as I can read the stuff on this device it will look good on others as well. Sorry, but that cant be the case - try running it on a 480x320 resolution device - everything will be too small. Good idea with the different font sizes, just have to be careful with video RAM... |
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Personally I've moved away from Autoscale/Autofit systems as I don't like the letter boxing and sizing fonts and buttons is tricky. I've taken to using real world measures Inches/cm/mm to size most of my fonts and elements, as it's Android I have to base these measures off the devices bucket DPI which is not always the devices true DPI but for the most part it works out, I also use three different sets of graphic assets depending on the bucket DPI of the device to ensure I am always scaling down and never up to avoid blur and associated issues. This approach does take more work but the result is a game that fills the display and looks like it's designed for it. I tested this approach with the text and on screen controls in my TreasureTrap game, the text and buttons should always be a "reasonable" size no matter the size of the screen, wont be tiny on a 3.5" screen and wont be massive on a 8" tablet. I am lucky to have three android devices of different DPI and size so I feel confident in my method. - Samsung Tab 8" - Samsung S4 mini 4.3" - Moto G 4.5" |
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Sorry, but that cant be the case - try running it on a 480x320 resolution device - everything will be too small. i'm tempted to block out those resolutions. any idea how popular they are? also, i would think the OS versions are becoming too old. i've added the nexus 2013 (1920x1200) to my arsenal. seems to be a popular resolution. |
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i'm tempted to block out those resolutions. any idea how popular they are? 7.6 percent on Android. See here: http://stats.unity3d.com/mobile/display-android.html |
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i'm tempted to block out those resolutions. any idea how popular they are? also, i would think the OS versions are becoming too old. Yeah that might be a good idea, but I was more pointing out that Xaron was saying his game running at 1280x720 looks good at other device resolutions and it was an extreme example :) To how popular they are, we can use the Android dashboard: http://developer.android.com/about/dashboards/index.html At the time of writing: ldpi | mdpi | tvdpi | hdpi | xhdpi | xxhdpi -----+-------+-------+---------+-------+-------- 8.2% | 21.1% | 1.6% | 34.8% | 20.8% | 13.5% |