Hi all.
My mobile game for android runs pretty well on the vast majority of the devices that it's designed for (API 15+): the problem is that on some "very slow" devices it's unplayiable.
I would like to avoid those users to download the app from the store, or at least reduce the graphic effects on those devices.
(for example disable the particle system or the shadows ecc).
So I would like to have a method to retrive at runtime the device performance.
I was thinking about SDL_GetPerformanceFrequency, but this gives me information just about the processor.
There is a way that I can obtain information about the graphic cards?
And at a more high level, there is a way (maybe in the manifest file) to deny some devices that have slow hardware to download the game?
(because of course they will be very hungry to pay for a game that is unplayiable...)
Thank you all.
Leonardo