This is true of any phone and I don't see it affecting reviews. I
think even naive users understand that running fancy apps will go
through battery faster.
On Oct 19, 2007, at 10:42 AM, Andy O'Meara wrote:
On Oct 19, 2007, at 11:47 AM, James Milne wrote:
Lawrence E. Bakst wrote:
Now that iPhone SDK has been announced, is there any information
that can be discussed here about the capabilities of the OpenGL
ES on the iPhone?
Nothing has been announced, but it is basically an OpenGL ES 1.1
profile device.
Exactly. You can pretty much count on hardware R4 vertex and
texture cord computation/projection and hardware accelerated
texturing. The current iPhone is ARM11 based, so you'll have CPU-
side floating point and decent CPU performance, but you're probably
going to blow through the battery like a madman unless you perform
mass computation and rendering sparingly. This all assumes, of
course, that Apple decides to offer a real SDK and not some cheesy
widget API, etc.
I have to imagine one of the biggest dilemmas Apple is facing is
that if they offer a SDK that really opens up drawing/rendering,
battery performance will fall into the toilet under any rendering-
intensive app (games, etc). Then you've get every non-tech iPhone
user out there badmouthing Apple when they really just don't
appreciate the power the hardware consumes when the CPU and
graphics hardware is fully
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