Uber is a global app, so the other 9/10s of the code is for all the features and functionality you'll never see outside your region since there is currently no way to split up binaries by region.
328 mb more than a complete OS.
No doubt they can EASILY trim 30-60%.
Asset optimization, stripping SDK libraries and you're done.
It's like graffiti.. the app is so big already, that the devs don't give a damn about optimizing.. why bother if they are just A/B-feature tests? 30mb for some unoptimized screens for example
If you click the link OP posted and read the previous thread you will see they can "easily" do ass. They already spent millions in engineering time to cut the app size as the company existence literally depended on it when Apple's bundle size limit was 150 MB.
If your app is serving hundreds of cities with specific per-city customizations and all code and assets are in a single binary, life gets tough.
I would like Apple to be doing some of these against all the apps.
Few app developers have the time/bandwidth to do these things and it would be a very inefficient use of resources to have everyone do it over and over again.
I hope they have enough resources “They already spent millions in engineering time to cut the app size”
The image optimizations, precalculation should be done be apple. But the dev could use a lossy format for certain files. That’s up to the dev, not Apple.
Maybe it’s because I used to write some j2me games. Or some games when Apple only allowed 15mb I think. I had to optimize the hell out of my assets.
Still I think I’d Lucy’s that certain apps are almost half a gb in size
tbh I'm actually surprised that the executables / code takes up so much space at all. I'm sure the executable has some embedded resources in as well, but 130mb for just the executable is quite a lot imo.