While some people would upgrade to Ouya 2 right away, I expect many others would wait until Ouya 3 to see if there is a significant enough improvement to warrant it. Especially if Ouya 1 is successful and people are really happy with it that might b…
That is a point. There is always going to be moral/ethical type of questions about where to drawn the line and how much a game should `exploit` people by trying to nickle-and-dime them at every turn. But it's not so much that the fees are hidden... …
If Ouya 1's are still selling a year from now, there is EVERY point to upgrading the hardware to make it even better so it keeps selling even more. iPhone doesn't stop being upgraded just because it's successful.
I imagine if the developer uses any kind of in-app purchasing system that ties in with Ouya's services then the user has to be online in order for the app to talk to the server to find out what products have been purchased.
I think the initial question is incorrect, based in the old framework of other consoles and platforms which charge a fee up front. Ouya is a different paradigm, a new approach. There will be no prices in the store. Everything will be much more subtl…
Here's an idea... when the Ouya 2 comes out... make it so you can buy the new hardware box by itself for like $50 without having to buy new controllers... that would make it much more attractive to existing customers as an upgrade path, because most…
Me too, my game is aiming at smooth frame rates in 1080p and that's one of its selling points, so I'd really like it to stay easy and simple to use this mode. ... But I do recognize also for some projects it's okay to sacrifice resolution in favor o…
I don't quite get the idea of doing a bundle. If the bundle were to contain games which are already popular and recognizable, thus people already have a sense of their value, then putting them in a bundle at some reduction on price would emphasize w…
Given you have 512mb of ram to use in-game, it sort of suggests you'd want to be able to in some cases store hundreds of megs of textures or whatever.. so I sort of doubt there is a limit?
I've been getting that a lot, it's quite annoying that it won't remember that you logged in. I couldn't reply to any threads for a few days because no matter how I tried it wouldn't remember that I logged in once I navigated away to a different foru…
Besides the store front end I would like a proper back end where I can see statistics and analytics information regarding the flow of traffic surrounding my product - views, conversion rates, bounce rates, demongraphics, sales, time to purchase, etc…
I think it's a two edged sword, on the one hand I'd love for there to be this single piece of hardware that never changes - THAT is an ideal world, no worries ever about who has what system or what it can do. That's the simplest and most obvious pat…
I don't think it's really all that relevant to compare cell phone graphics to a large tv screen. It may be technically true that some cell phones have higher rendering performance, given a relatively much lower resolution also, but they're most like…
A little. I'm sure there's enough power there to make a wide variety of really fun games, but there will be some kinds of games out of its reach of course, with all the super high end bells and whistles. But there also will be clever folk who find w…
Of course rendering at 720p will be faster, it's 50% less fill rate needed.. if fill rate is the main issue, although that's not everything - number of polygons, draw calls, physics, logic, etc.. so maybe more like 20-30% difference? Still it might …
I agree about the branching. I had a shader with like 8-16 branches and it was definitely a lot slower than just brute-force letting it run through all the possible steps. It seems branched sections all get computed on the gpu anyway even if the bra…
hmm so if I WANT 1080p ideally, I choose 1080p in the Unity app, and then just assume that it's possible Unity will in fact change my resolution to 720p so that I'm actually rendering less pixels? Or does Unity still operate at 1080p and leave it up…
So what options do I have:
a) set my game to a fixed 1920x1080 resolution and let Ouya console/HDMI figure out how to make it work on 1080p tv's and 720p tv's (does it downscale automatically?)
b) set my game to work at 1280x720 (for performance/ren…
What other ways can we optimize Unity apps for Tegra? Do we need to watch out for overdraw like we do on iOs? Do we need to be careful of alpha testing? Should textures be an optimal size and shape? Is alphablending fast? etc
I expect that since Tegra is a `mobile` cpu it would be useful to optimize your shaders as much as possible, use like fixed or `half` formats for the variables etc and get rid of anything you really don't need, then you should see it respond better.…
Tegra 3 is nice but it's not super fast and many people myself included will find they have to scale back their game tech in order to make it run smooth, so I don't think it's a matter of people not having maxed out Ouya's hardware yet or `pushed it…
I asked the Ouya staff about memory available and they emailed me back. They're recommending for now that you use no more than 512mb of ram. They say 4-500mb are used for system processes although they're working to reduce that footprint. So it's `s…