MOBAs are hugely taxing games on mobile devices, involving intense multiplayer battles that last up to 30 minutes and punish every part of a phone's anatomy from its CPU to its GPU to its modem. Put simply, not every phone can handle a MOBA. Can yours?
Sharif
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Titanfall 2 is a premium PC and console game with graphics that animate at a stable 60 frames per second (fps). The game also has a mobile companion, a real-time strategy title called Titanfall: Assault for iOS and Android, which sticks to the same design values and provides the almost the same frame rate -- but only for gamers who happen to own a recent iPhone.
- Sharif
- 10. October 2017
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gaming, gamebench, Mobile Gaming, Hardware, particle city, nexon m, titanfall assault, sm-n950f, sm-n950u, note 8, Performance Testing, Titanfall 2
Take a look at GameBench’s new Reference Data site and you’ll find lots of valuable real-world data revealing how popular games run on popular devices -- including a number of King titles like Candy Crush Saga and Candy Crush Soda Saga.
- Sharif
- 25. August 2017
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power consumption, gamebench, mobile performance, Mobile Gaming, Performance Testing, Candy Crush, King, Copy Cat, Play store, Cookie Crush
Today marks the launch of a first-of-its-kind partnership between GameBench and PocketGamer.co.uk, aimed at revealing real-world performance and power ratings to gamers before they make a purchasing decision.
- Sharif
- 26. July 2017
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Benchmarking, ios, android, gamebench, Pocket Gamer, Data Platform, Battle Bay
The notion of frame rate, or frames per second (fps), which measures the smoothness of an animation, is traditionally associated with game development rather than app development. This is because games depend on stutter-free graphics in order to feel immersive, believable and responsive to a gamer’s touch inputs.
However, as businesses increasingly rely on visual fluidity to sell their products and transmit the quality of their brands, this distinction between the two sides of our industry is becoming obsolete.
Streaming video, displaying moving ads, scrolling through media-rich pages, swiping across screens, zooming and dragging -- at a fundamental level these are all animations that feel wrong if they’re not smooth. And frame rate is pretty much the the only objective way to measure this smoothness as a user perceives it on their screen.
- Sharif
- 09. March 2016
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ios, UX, retail, development, android, frame rate, fps, QA, apps