Device compatibilty?

Hey guys, i have a question about devices this time, i’m wondering what makes corona (or my app) compatible with diferent android devices.

I tried my app with around 20 devices and half of them doesnt seem to install it at all, i’ve set my resolution in the config.lua file to 320x480 just for it to work, i have no problems in cellphones like samsung s4, s3, sony ericsson xperia minix10, sony ericsson zl, all the tablets i tried, etc, but a lot of cellphones seems to not install it at all, some LGs, htc, huaweii (or whatever its called), all of those devices have android 2.2+ (wich i believe is the minimum supported), im not sure what else could be wrong with my app or corona itself for it to dont work on those devices, i say corona cause i also tried one of the samples in a htc cellphone and it wont install either.

Is there something to change to make it more compatible with devices? :confused: thanks.

Hi @tuku473,

One of the main factors is typically that the device must have an ARMv7 processor, of which the “family” does not necessarily coincide with the “architecture”. Many older or lower-priced devices don’t have ARMv7 processors.

See this guide for details:

http://docs.coronalabs.com/guide/distribution/androidBuild/index.html

Beyond that, it could be what you’re actually doing in your test code/projects, various settings in the config, etc.

Best regards,

Brent

Oh thats bad u.u i believe most of the devices doesnt have snapdragons :confused: are you planning on improving the compatibility with Android processors? 

Hi @tuku473,

This policy has been in place for well over a year (perhaps more), and I’m sorry to report that it won’t be changing. The reason we don’t support ARMv6 processors is because those processors don’t support floating-point at the hardware level. This means that floating-point calculations are performed at the software level (no hardware acceleration) and floating-point-intensive features such as OpenGL, physics/Box2D, and audio processing would be too slow on those devices (as in, cripplingly slow).

Best regards,

Brent

Hi @tuku473,

One of the main factors is typically that the device must have an ARMv7 processor, of which the “family” does not necessarily coincide with the “architecture”. Many older or lower-priced devices don’t have ARMv7 processors.

See this guide for details:

http://docs.coronalabs.com/guide/distribution/androidBuild/index.html

Beyond that, it could be what you’re actually doing in your test code/projects, various settings in the config, etc.

Best regards,

Brent

Oh thats bad u.u i believe most of the devices doesnt have snapdragons :confused: are you planning on improving the compatibility with Android processors? 

Hi @tuku473,

This policy has been in place for well over a year (perhaps more), and I’m sorry to report that it won’t be changing. The reason we don’t support ARMv6 processors is because those processors don’t support floating-point at the hardware level. This means that floating-point calculations are performed at the software level (no hardware acceleration) and floating-point-intensive features such as OpenGL, physics/Box2D, and audio processing would be too slow on those devices (as in, cripplingly slow).

Best regards,

Brent