UE4 and device specific optimizations
What about device-specific optimizations? How will UE4 tackle that issue? Or will UE4 just be good enough for the primary "catch-all" solution? To further explain my question - if we simply look at Angry Birds, it has one catch-all version that works consistently bad across most devices, and around 70 similar projects, each with a different device-specific optimizations visible (and replacing in google store) only to users of that particulate device, thus resulting in "one" unified angry birds on google play, which is actually 70-80 different projects sharing a similar name. I'm not asking how to handle Google Play here, but just whether or not UE4 will tackle any (or better yet - let us select or pick a target device for this build, like Genymotion) device-specific optimization or not?
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