Processor min. hardware requirements -- How to implement distribution restrictions

A bit of a rookie question here.

I am testing a game with physics and, some _ relatively _ heavy graphics effects implemented in LUA and a min. frame-rate of 60 FPS.  My game is virtually unplayable on iPhone 3GS and iPad 1.  A couple of levels have difficulties with iPhone 4 (even after stripping out some effects).

Solutions that I have tried:

1 - Lowering the framerate to 30 FPS is not a good idea because I also implement some high speed collisions: at 30 FPS objects “go through” each other and gameplay is compromised without remedy.

2 - Strip out more graphics effects (particles and some custom LUA tweens).  Yes some results here (on iPhone 4) but really, why doing this if iPhone 4S and 5 (largest majority of phones sold if I am not wrong) and iPad 2 allow me to be more creative?

So my question : is there a way, in iTunes connect or otherwise, to restrict hardware to iPhone 4S and above, iPod touch 5 gen and iPad 2 and above?

You can set a minimum iOS version which will eliminate many old devices, but it can take out some devices  you might want to support on people who’ve not upgraded yet.

You can also set somethings in your plist (I don’t remember the exact keys and would have to google them for you) that requires your app to support certain hardware like the gyroscope, a front camera, etc.  If you could find the right combo of device features and set the minimum OS to a little greater than the last version for the iPad 1, then iTunes will take care of you.

Thanks Rob, very useful hint.  Following up on that hint, the subsequent two links seem to provide the precise answer.  To exclude iPhone 4 and iPod 4th gen. (and below) I need to require bluetooth-le while to exclude iPad 1 it is sufficient to exclude Gyroscope: however I need two separate binaries (iPad and iPhone).  If, on the other hand, I want a universal binary then I need to optimise all the way down to iPhone 4 and iPod 4th gen. and exclude gyroscope (which I actually use but is not essential to gameplay).  My next question would be: what happens if I require bluetooth-le and my does not actually use it?  Do you see a risk of rejection there?

TABLE 4 on this page from Apple

http://developer.apple.com/library/ios/#documentation/General/Reference/InfoPlistKeyReference/Articles/iPhoneOSKeys.html#//apple_ref/doc/uid/TP40009252-SW1

LIST of devices with associated hardware features:

http://blog.manbolo.com/2012/10/30/uirequireddevicecapabilities-and-device-compatibility-matrix

Before splitting binaries I will play around some more with the particle system and see if I can get there (without losing my mind) on iPhone 4.

I don’t think they would reject you for requiring blue-tooth and not use it.  You should be able to eliminate both the gyroscope and the bluetooth to take out iPad 1’s and iPhone 4’.s

Thanks Rob.  Just thinking outside the box, (and picking on your experience) could I upload two different binaries now and maybe, in the future, “merge them” into one universal binary if i find ways to optimise and is worth doing it?

Apple does support iPad binaries and iPhone/iPod binaries.  I’m not sure how to handle merging them later.  I guess you could take one down from sale and make the other Universal.

Or maybe leave three apps in the store with the same source code and incentivise migration.  But that would be a luxury problem.  Thanks a lot again for your time.  Enough on my plate for now :slight_smile:

You can set a minimum iOS version which will eliminate many old devices, but it can take out some devices  you might want to support on people who’ve not upgraded yet.

You can also set somethings in your plist (I don’t remember the exact keys and would have to google them for you) that requires your app to support certain hardware like the gyroscope, a front camera, etc.  If you could find the right combo of device features and set the minimum OS to a little greater than the last version for the iPad 1, then iTunes will take care of you.

Thanks Rob, very useful hint.  Following up on that hint, the subsequent two links seem to provide the precise answer.  To exclude iPhone 4 and iPod 4th gen. (and below) I need to require bluetooth-le while to exclude iPad 1 it is sufficient to exclude Gyroscope: however I need two separate binaries (iPad and iPhone).  If, on the other hand, I want a universal binary then I need to optimise all the way down to iPhone 4 and iPod 4th gen. and exclude gyroscope (which I actually use but is not essential to gameplay).  My next question would be: what happens if I require bluetooth-le and my does not actually use it?  Do you see a risk of rejection there?

TABLE 4 on this page from Apple

http://developer.apple.com/library/ios/#documentation/General/Reference/InfoPlistKeyReference/Articles/iPhoneOSKeys.html#//apple_ref/doc/uid/TP40009252-SW1

LIST of devices with associated hardware features:

http://blog.manbolo.com/2012/10/30/uirequireddevicecapabilities-and-device-compatibility-matrix

Before splitting binaries I will play around some more with the particle system and see if I can get there (without losing my mind) on iPhone 4.

I don’t think they would reject you for requiring blue-tooth and not use it.  You should be able to eliminate both the gyroscope and the bluetooth to take out iPad 1’s and iPhone 4’.s

Thanks Rob.  Just thinking outside the box, (and picking on your experience) could I upload two different binaries now and maybe, in the future, “merge them” into one universal binary if i find ways to optimise and is worth doing it?

Apple does support iPad binaries and iPhone/iPod binaries.  I’m not sure how to handle merging them later.  I guess you could take one down from sale and make the other Universal.

Or maybe leave three apps in the store with the same source code and incentivise migration.  But that would be a luxury problem.  Thanks a lot again for your time.  Enough on my plate for now :slight_smile:

You can also indicate in your iTunes description what devices are compatible with your app. It won’t stop users of those older devices from downloading it but at least you made it clear to them in the app description.

You can also indicate in your iTunes description what devices are compatible with your app. It won’t stop users of those older devices from downloading it but at least you made it clear to them in the app description.