How to cover the widest range of computers when publishing?
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DevilWithin
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Published on 2011-03-03T22:52:11Z
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2011/03/04
7:33 UTC
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hardware-acceleration
When you plan a game, or even when you already made a game, and its time to publish, you wonder how much of your audience is covered by the game technology demands.
I'm directing this essentialy to casual games, as I constantly see people having old laptops and being unable to replace them. Laptops with integrated cards whose OpenGL version doesn't even support textures larger than 1024x1024. These people may be avid gamers as well, and a reasonable share of the audience to consider giving them the chance to play casual games, once they cannot play any blockbusters.
As I've seen happening, a very "noticeable" example is Angry Birds. It's gameplay is merely casual (I think nobody disagrees here) and still, it uses so high resolution textures that at least OpenGL 2.0 or around is needed, which blocks away a lot of people.
So, the actual question is: what is a good tradeoff for this issue? Would it be better to just sacrifice the texture resolution for everyone, but have more supported hardware? Would it be better to keep the high quality and just slice the textures into smaller ones, sacrificing the performance a little bit? What else?
Any ideas about this topic are welcome for discussion.
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