@Porsupah, LOLavi, and Sidgoku123 Lili currently runs on many of the iOS devices including older ones, we would like a broad audience to able to play and enjoy the game so supporting as many as devices as we can is a must. Just for this forum here's a in-game screenshot of Lili standing in a Construct run Shop.
Considering this is running UE3, this should run like crap on ipod... I don't have any UE3 games tat haven't had crashes and lag. They're even worse than GL
Wow, from the trailer it seems that this game has a fatastic look and feel! I can't wait to see some gameplay!
This looks amaaaaaaaaazing! I cannot wait for this, it looks incredible. Will definitely be an insta-buy
I'm not underrestimating power of iPad 2, but iPod I am. It has 130mb free ram available most of the time when no apps are running in the background. That's not a lot. Especially compared to iPad 2 or 3. And about your crashes and lags, don't know what games you've been playing, but they happen very often on big games
It doesn't become clear which device you are talking about and you seem to mix polygons/seconds with fps and what do you mean with 'all effects'? And I think this looks better than PS2 level, which btw. had a lot less pixels to push, like the other devices you mention. Those 8M shaded vs. 6M with effects sound completely off and even if they come close to reality on whatever device they don't take into account...like anything at all.
You say that a device can pump out 8M raw polygons and 6M in a real game situation - which would it be if you have shaders, physics and AI. The usual factor between raw polygon pushing power and real life situations is like 5, 10 or even 20, depending on what you are doing. Shaders, physics and AI can all have an unlimited range of complexity and effect on frame rate, assuming a game can come even close to the raw output of polygons on a device is simply wrong.
The discussion is pretty pointless, you pull some numbers ... without any details about what shading you are talking about etc. Just that you say this looks like a PS2 game, which is simply wrong, as it higher resolution, has crisper textures and soft shadows. And here the problem of the 4th gen iPod, half the memory but the same resolution of iPhone 4. Yes, there is more than polygon pushin power, several textures plus shadowmaps may not just fit so easily into RAM and don't forget most games use either unity or unreal and such engines have more overhead than engines written for one specific game. But profits on the iOS platforms usually don't justify writing an engine from ground up.