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Lowest Apple device to target and what market share?

Started by January 29, 2015 07:03 PM
5 comments, last by mileafly 10 years ago

I am wondering if there is any stats out there like there is for Android on what % of people have different devices? Like if 95% have above a certain device it might be unnecessary to target devices below that etc.

Also, what device should you target right now to be sure to cover as many as possible when it comes to performance?

I am testing my game on a iPhone 4s. The performance is very stable. Should I get an even less powerful device to test on or if the game runs good on this device can I count on it will perform well across the board?

iPhone 4s / iPad 2 is probably a good target. iPhone 4 / iPad 1 have significantly lower performance, single core and worse GPU, but not many people still use them so I wouldn't worry about it, though if you can test on one that would be a good idea, might work. iPad 2's were sold up until quite recently as a low-end model too.. though I think they were slightly upgraded compared to the first variant.

Found this with Google for example that shows some performance measurements: http://28byteslater.com/2012/12/30/relative-iphoneipad-performance/

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iPhone 4s / iPad 2 is probably a good target
I agree although you can probably get away ditching pre-retina iPads, there's a big jump in GPU.

I definitely would not support iPad 1, it's totally different.

I am wondering if there is any stats out there like there is for Android on what % of people have different devices? Like if 95% have above a certain device it might be unnecessary to target devices below that etc.

Apple doesn't publish figures on the percentage of each device in the field. But they do publish figures on OS adoption, and each version of iOS has minimum hardware requirements, so we can read between the lines and infer what you need to know...

Apple's developer page states that iOS 8 is installed on 69% of iOS devices, and iOS 7 is installed on another 28% of devices. The minimum supported hardware for iOS 8 is an iPhone 4S or an iPad 2, so by targeting those devices as your minimum spec you safely reach 69% of the install base. The minimum supported hardware for iOS 7 is the iPhone 4, so if you support that as your minimum spec, you reach a whopping 97% of all iOS devices!

Edit: this is also a great source of data, and has more specifics by model. It indicates that even taking an iPhone 5 as your base spec, you'd still be reaching 75% of the install base.

Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]

I'm not sure how crucial it is to capture the marketshare, but I'm only going to target the iPhone 5S and above (all Apple devices from 2013 and newer) because it offers OpenGL ES 3.0 and Metal. That, combined with the major performance jumps from the 4S really help. Honestly, I think that the 4S was a really good device for games, but iOS 7 brought it to its knees with its higher graphics and memory requirements. I currently have one, and I can't have Google or Apple Maps running with Spotify while in the car because iOS might close one of them due to memory pressure. It's kind of dangerous messing with Maps because iOS decided to close it while drivingdry.png

I'm not sure how crucial it is to capture the marketshare, but I'm only going to target the iPhone 5S and above (all Apple devices from 2013 and newer) because it offers OpenGL ES 3.0 and Metal. That, combined with the major performance jumps from the 4S really help. Honestly, I think that the 4S was a really good device for games, but iOS 7 brought it to its knees with its higher graphics and memory requirements. I currently have one, and I can't have Google or Apple Maps running with Spotify while in the car because iOS might close one of them due to memory pressure. It's kind of dangerous messing with Maps because iOS decided to close it while drivingdry.png

This is probably a good strategy to go with. The analytics we use at work have people with devices older than 5c that regularly use our apps at less than 10%. Also if your game is in development it could be another 6 months before your ready to release and by that time I have no doubt that the 4s will be obsolete.


I agree although you can probably get away ditching pre-retina iPads, there's a big jump in GPU.

This could be a big problem because the iPad mini was non retina and sold a lot more than the retina iPad.

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Cool thanks smile.png So I think by developing for a good performance for my Iphone 4s I should be covered then..

Wonder if I should get a iPhone 4 also just to test on or maybe people on that devices will expect performance to not be 100% anway.. hmm

Btw is there any iPod devices thar are the same performance as Iphone 4 and Iphone 4s?

Or any iPads that are the same as the iPhone 4 and iPhone 4s?
Or are they all slightly different performance?

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