I work in a team that does Android and mobile website development. We NEED 20+ devices versus 4 for Apple
Just to be clear, you're the guy who "researched" Android by looking at the public, everyone-knows-about-it Platform Versions breakdown this morning. And you're schooling me on Android. Delightful.
I have actual public apps. The only real issue are a small number of devices where the HAL essentially lies (which leads to the blacklisting of the handset), and understanding the different GPU architectures and their limitations / benefits (#1 issue people have is when they commit to a proprietary vendor texture format and then try to do runtime conversions. Bad idea. Just use ETC1 and shader transparency). Big deal. I get paid for my development so I suck it up.
I didn't research anything. I work for a large multinational and our team is responsible for some of the most popular public apps and websites on the entire platform. So yes. I see first hand what it takes to support them.
And the problems with Android are far, far beyond just GPU issues. It is the fact that the most popular devices are also the ones running old versions.
Just to be clear, you're the guy who "researched" Android by looking at the public, everyone-knows-about-it Platform Versions breakdown this morning. And you're schooling me on Android. Delightful.
I have actual public apps. The only real issue are a small number of devices where the HAL essentially lies (which leads to the blacklisting of the handset), and understanding the different GPU architectures and their limitations / benefits (#1 issue people have is when they commit to a proprietary vendor texture format and then try to do runtime conversions. Bad idea. Just use ETC1 and shader transparency). Big deal. I get paid for my development so I suck it up.