$10 eCPM GUARANTEED. Meet RevMob!

@Screaming Leaf: First of all, be aware that if you use only one app id for both markets, the tracking/statistics will be mixed up. Another thing, Amazon App Store may disapprove your application if you advertise an application in Google Play, be careful with that. (https://developer.amazon.com/help/da.html)

@krystian6: Which version you are using about that toFront related issue? I believe that was an issue of old SDKs.

@krystian6: The performWithDelay was related with Fullscreen spinning, that was removed in the 3.4.1 version.

@syoes: The Placement ID is a new feature that was under development. Versions 3.4.0+ supports this new feature. This is a exclusive feature that allow you to have a more granular management of each ad of your application. We added a documentation in the Placement IDs page in the site and in the sdk.revmob.com.

Thanks for reporting
Regards [import]uid: 157102 topic_id: 25797 reply_id: 124724[/import]

So when I build my app for the Amazon store I should use the Amazon ID for the [“Android”] value in startSession().

However when I do this, it seems to have problems opening the revmob link on non-Kindle devices.

On a Kindle device, it opens correctly every time I execute the AdLink function. On the other Android devices it usually opens a blank browser window and nothing happens.

Is this a bug? Or is there a fix for it?
[import]uid: 94868 topic_id: 25797 reply_id: 124746[/import]

@Screaming Leaf: It appears to be something related with the device/campaign. Send us the result of RevMob.printEnvironmentInformation(REVMOB_IDS) to sdk @ revmob.com for more details.

Regards [import]uid: 157102 topic_id: 25797 reply_id: 124757[/import]

Hi Gui, thanks for a quick reply. Wanted to apologize for a false alaram – have seen the ECPM declining from $7, then to $5, then to $2.3 over the last several days, and Sunday has started with an ECPM around $1, so I was tracing the installs online, and didn’t see the usual payouts. ECPM completely recovered during Sunday and now is averaging around $7 again. Just had other bads things on my plate during the last several days, and was worried that earnings would decline too. I now understand (but I may be wrong) that the low paying installs in my case are due to the fact that the major base of my users is outside the U.S., Canada, UK, Australia and other top paying countries, but is mostly from emerging countries. Thanks for continuing support on your side. [import]uid: 173746 topic_id: 25797 reply_id: 125124[/import]

Cant get any adds to show using either 3.4.0 or 3.4.1 on the simulator in Windows. Getting “No ads for this device/country right now”

Using 3.2.2 or 3.3.1 works great still. Getting ads no problem.

Switching back and forth between the two and it’s always the same.

Also whilst testing I am no longer getting any impressions, or clicks showing up in my dashboard for when an ad shows. That about 30 in a row now.

[import]uid: 179960 topic_id: 25797 reply_id: 124791[/import]

Im not sure what version am using actually but am seeing these same things (about not showing Ads at real-time development test on Coronas simulator) but going back some RevMob`s SDK version I do get Ads displaying in the simulator.

So, with the actual RevMobs SDK version are we still able to see the Ads displaying at the coronas simulator at the development phase (BTW it is VERY necessary IMHO)?

I hope that there is no change about this going on with RevMob.
Thanks,
Rodrigo. [import]uid: 89165 topic_id: 25797 reply_id: 124797[/import]

Ok, here are some updated numbers from our side. At the moment, the only advice I can give to those of you wondering about installing RevMobs SDK is: Don’t do it! AdMob has around 10 times better revenue, and the eCPM on Android is around $0.15.

Day Impressions Clicks Installs IR CTR eCPM Revenue
2012-09-20 285,157 26,271 46 0.18% 9.21% $0.02 $4.93
2012-09-19 282,034 27,203 67 0.25% 9.65% $0.04 $10.35
2012-09-18 98,463 10,137 30 0.30% 10.30% $0.01 $1.35

If you add in that the SDK is extremely buggy, makes the app crash quite often, and is way over-engineered (it could have been done so much easier and safer), being updated several times per week, RevMob is not a viable option at the moment.

On top of that it’s always showing the same, ugly and stretched fullscreen ad in both Android and iOS - so a user that clicked and installed once wont ever know that if he clicks again, another app will show up. Always showing the same ad is far from the smartest move, RevMob.

We’ve implemented our own ad system now and will sell the banner space and take-overs/fullscreens directly to advertisers instead, since Corona is completely unusable when it comes to monetizing options. 1.5 years ago, monetization was the most important focus area for Ansca (I specifically remember Carlos writing about it), but they failed already then to come up with something good, and since then they haven’t released anything to help monetization, except from some suspicious partner deals (oh yes, we’ve tried them) that makes no difference for our income, but certainly makes a hog in our funds.

Ayway, too bad with RevMob, we had faith in it… [import]uid: 21746 topic_id: 25797 reply_id: 124826[/import]

@haakon: i share your experiences with android. but i have to admit that an iOS revmob really performs well. but i am not using the fullscreen ads.

iOS example:

2012-07-26 10,791 4,756 71 1.49% 44.07% $8.46 $91.34

what i also don’t understand:

  • why cant we show a fullscreen picture of the advertised app?
  • why isnt there app rotation?

I mean as you mentioned above, if a user gets directed to a game he doesnt want to install, it makes absolutely no sense to show him that add again. and at least the user should know what game he is taken to…otherwise pure frustration in my opinion and i wouldnt click.

and the high CTR is therefore not relevant at all. i’d rather have only 2% clicking, but those really installing in the end!

and yes, monetization should really be a focus, I share your opinion. there are devs like you and me that run a company and need to have options! [import]uid: 90610 topic_id: 25797 reply_id: 124831[/import]

@Gui

ive passed to your dev team email with lua profiler that shows

line 307 of revmob.lua 3.4.1

function i.__index:step()local e,n=l.select(self.receiving.set,self.sending.set,.1)for n,e in t.ipairs(e)do

takes 99% of calculations and about 600 kb of program memory

Tom [import]uid: 111283 topic_id: 25797 reply_id: 125189[/import]

i think everything depends on ad implementation in particular app. I have gone live few weeks ago and have little impressions compared to yours, but eCPM is always above 10$ on iOS.

app picture is not rotating because it would decrease advertiser exposure in particular time. This way one app can get much higher in rankings when all users are clicking same banner all over again. That is why this is effective for advertiser (not for us) and that is why single installation can be worth more then other networks.

There is no full screen picture because it would show same game all over and therefore decrease eCPM. Showing same image is better when there is no app rotation.

Network is designed to work well for larger farming companies that need maximum exposure in short, particular time to get high into rankings, not just some random downloads. To maximize eCPM we need to make similar apps IN THEME like those that are advertised to maximize IR because CTR is very high.

Tom

[import]uid: 111283 topic_id: 25797 reply_id: 124845[/import]

@Tom: thanks for your input. I am not very sure, but my (maybe stupid) view of the things is like this.

If people see that rather “ugly” fullscreen, most won’t click on it. So maybe they would like the game, but dont click since they dont know what is to expect behind that fullscreen ad. So I lost this one forever.
Another one that doesnt care about that fullscreen ad (free game) will click, get to the store. and dont like the game, and click again on the ad later. he will find the same game again. so i am loosing him too.

and as far as i know, companies like tinyco have a budget and pey per install? that’s all they care? or are there other metrics behind? [import]uid: 90610 topic_id: 25797 reply_id: 124846[/import]

Spent $$$ to make forced installs to rise in rankings in market to get more real exposure to get real users that will spent money on iAP to get more $$$, return to Spent $$$.

One dollar spent on install means (theoretically) increase in rankings by 0.001 point, that gives exposure to 10 more people that 2 of them could spent a dollar on iAP.

That is all about.

Tom

[import]uid: 111283 topic_id: 25797 reply_id: 124849[/import]

@haakon 30 installs and $1.35 in revenue. That’s less than 5 cents an install. Revmob usually pays at least a dollar an install. You definitely got the short end of the stick sorry to hear, hope they have a good reason. [import]uid: 75779 topic_id: 25797 reply_id: 124855[/import]

I have emailed with them before we used their API, and they more or less guaranteed 4 dollars/install on Android and 10 dollars on iOS. Then it turns out the reality is 5 sents on Android. We havent tested iOS yet, but I see no reason to waste any more time on this ad provider for now. Their SDK constantly crashes our game, and it’s due to the over-engineering put into their SDK. I mean, WHY would anyone want to do threading and coroutines in Corona to show an ad? Seriously… :slight_smile: So until they get their feet back on the ground and create a simple, stable and safe SDK that is not updated 10 times a week, we’re off. Seeing our app crash every 2 minutes because of having Revmob going is not cool. [import]uid: 21746 topic_id: 25797 reply_id: 124857[/import]

Recently there were days with average installs from 0.07$ to 8$ to it depends on current advertiser traffic (which is somehow limited sometimes, mainly at the beginning of the week) on iOS platform.

But the true is that SDK is completely overdone. Is there is a contest for the most complex code from ad provider or something :slight_smile:

Tom [import]uid: 111283 topic_id: 25797 reply_id: 124985[/import]

Hi Gui,

Is it possible to get an update to developers on the recent RevMob’s performance. I have an iOS app with both fullscreen ads - showing rather constantly – and an openLinkAd. The ECPM has been declining recently and today I am getting the ECPM of around $1.5. I’ve noticed that there are no more $0.02 installs, but most of the installs are $0.30-$0.50.

Do I understand correctly that the numbers depend on the bids by advertisers, and at this point advertisers are not willing to spend more than the above numbers. An update on the recent developments would be really helpful, as developers are now struggling with the new App Store in iOS 6, and of course, the decline in ad performance does not make the life easier.

Thank you. [import]uid: 173746 topic_id: 25797 reply_id: 125022[/import]

@ guischv
I am using sdk 3.4.1
and i use

RevMob.showPopup(revmobListener, PLACEMENT\_IDS\_PHASE\_1)  

everything works fine. Just one thing
the performance
While popup shows up and i click yes
It hangs there for more than 10 seconds.
It takes toooooo long time. Can u improve it?
I guess it because server side is looking for ad? and return to client side,Correct?
But it’s not good idea for user to wait more than 10 seconds.
that makes app terrible . [import]uid: 25057 topic_id: 25797 reply_id: 125376[/import]

@levadmob – eCPMs have been really high lately. Can you send per e-mail (gui@revmob.com) in which countries and devices you get most of your traffic? And also, the link to your app? Thanks! [import]uid: 137117 topic_id: 25797 reply_id: 125060[/import]

Hi Gui, thanks for a quick reply. Wanted to apologize for a false alaram – have seen the ECPM declining from $7, then to $5, then to $2.3 over the last several days, and Sunday has started with an ECPM around $1, so I was tracing the installs online, and didn’t see the usual payouts. ECPM completely recovered during Sunday and now is averaging around $7 again. Just had other bads things on my plate during the last several days, and was worried that earnings would decline too. I now understand (but I may be wrong) that the low paying installs in my case are due to the fact that the major base of my users is outside the U.S., Canada, UK, Australia and other top paying countries, but is mostly from emerging countries. Thanks for continuing support on your side. [import]uid: 173746 topic_id: 25797 reply_id: 125124[/import]

@Gui

ive passed to your dev team email with lua profiler that shows

line 307 of revmob.lua 3.4.1

function i.__index:step()local e,n=l.select(self.receiving.set,self.sending.set,.1)for n,e in t.ipairs(e)do

takes 99% of calculations and about 600 kb of program memory

Tom [import]uid: 111283 topic_id: 25797 reply_id: 125189[/import]