Hello BenM,
yeah maybe it was the link to the other company offering testing.
(however I think this is very useful link since private developers wont have hundreds of devices at home to test, well whatever…)
To sum up the old thread again:
Our app has about 100 display objects of which 20 are moving with either manual translations(enterFrame) or transitions and some have spritesheets too.
So nothing really fancy, a native app with OpenGL ES (2D) should master that easily. (Also on older devices)
What we figured out so far is that the number of display objects greatly influences the performance, always keep your scene graph as low as possible!
So, our app runs great and super smooth on the iphone 3GS. (Which is good :))
Now we tested our app on a range of Android devices. And the performance results are quite diverse:
HTC Z 2.2 – We had awesome performance (iOS like).
Point of View movii 2.2 – awesome! (A8 Cortex x2)
Samsung Galaxy Tab 2.2 – it was still very good. (but with notably longer image loading times)
Samsung Galaxy S 2.2 – no good. look and feel is terrible as well as loading time (somewhere around 20 fps)
Motorola Droid/Milestone 2.1 – no good. I would say the same as the Galaxy S.
Samsung Galaxy 1.6 – unusable
Well, we kind of expected that it would be more … linear. And that the performance on the Droid/SGS would be similar to the 3GS.
So my wild guess is that the OpenGL ES implementations of some devices have problems with specific methods which ansca is using a lot, causing lags on some devices. (I might be completely wrong, but I think fragmentation is definitely an issue here)
I, as a developer have no idea where the bounds of the skd are (yeah I know it’s hard to define them) but if it runs smooth on the 3GS I expect it to perform on similar (Android) hardware too. (Or am I doing something wrong?)
Therefore it would be great to have some information from others. 
Cheers!
Alex
ps. all our devices are wiped, so no other junk is running.
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