In a normal competition, calling it a draw might seem like a bit of a non-result. But Tom's Guide's latest speed test of the iPhone 7 and Galaxy S8, which uses GameBench to conclude that the two phones are evenly matched for gaming performance, actually represents a surprising win for Android users. Here's why...
We recently heard some interesting stats for game studios, which came to us by way of a contact at Google:
Improving your Play Store rating from 3.3 stars to 4.1 stars is correlated, on average, with a gain of 150 percent in revenues.
Moreover, one of the best ways to achieve this improved rating is by optimising the speed and fluidity of your game, because 60 percent of four-star reviews mention this particular aspect of user experience.
Don’t be fooled by the nostalgic graphics and simple gameplay. Nintendo’s new mobile title, Super Mario Run, is a real battery guzzler due to its blistering 60fps frame rate, high CPU usage and always-on network connectivity. This is true of both the iOS and Android versions of the game, but the impact on user experience (and hence potentially on user reviews and revenues) is more surprising on certain top-end Android phones. Let's take a look at some numbers...
So much time has passed since the last big benchmark cheating scandal in 2013 that you’d be forgiven for thinking that the issue had gone away.
We here at GameBench had certainly hoped so -- after all, we originally built GameBench in order to help the mobile industry progress beyond this sort of behaviour, by allowing bloggers and enthusiasts to test real games and apps in order to provide a meaningful, uncheatable measurement of performance.
Is mobile VR really going to take off? Will businesses soon be expected to deliver information, entertainment and services through a pair of wireless goggles?
Consumers have the luxury of detached speculation. But for those inside the industry, whose efforts can actively pioneer the future of mobile or hold it back, VR is a more pressing concern.
At open( London ) on February 2nd, we’re hosting a series of presentations and discussions that will help hardware and software creators to address some of the most critical areas of uncertainty -- starting with how to optimise and test a mobile VR application to ensure it doesn’t leave users feeling disappointed (or worse, queasy).