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- Interesting! Lots of good experiences it seems.
I definitely need to retire my poor Nexus 5, the experience is much more painful than most of descriptions here.
Heavily thumb loaded buildings like the She-She lounge, can take a second or two to expand when tapped.
Useful I think for those who're thinking about what device they want to play on. - I have a BLU android phone, until recently it worked fantastic. Now sort of average because I really really added things to my town. I have one of the new iPads, (NOT THE PRO) and the town works wonderful on it.
- iPad pro. No lag and no crashes experienced. No problem visiting friends.
- My android phone is 2GB ram quad core 2.3 GHz dated 2013. Rarely crashed when doing town visits but cannot buy too many trucks. Maybe up to five at one go.
My town is at the max in items I am looking to get a new phone though as charging port and battery are failing. - I have a Note 4 running Marshmallow. I don't know how close I am to the limit and have about half of the land and water. There is occasional lagging but nothing that lasts more than a second and very rare.
- I have been thinking about a new phone or a tablet right now I play on phone its nothing like a galaxy or i phone but it works great no lag and or anything like that but when it comes to game play is there anyone that has played on both that could say which one is more fun
- I've observed that RAM appears to be the limiting factor for my game: when I checked usage directly after exiting TSTO is using all of it. Free ram was a negative number.
I might be wrong, but looking through those phones/tablets which reported no issues, it seems they all have more than 2gb ram. - JonalinnNew Spectator
"sflowers330;c-1614134" wrote:
I've observed that RAM appears to be the limiting factor for my game: when I checked usage directly after exiting TSTO is using all of it. Free ram was a negative number.
I might be wrong, but looking through those phones/tablets which reported no issues, it seems they all have more than 2gb ram.
The iPad mini 4 is powered by Apple's A8 processor with with 2GB of RAM and no issues here. - Ah well it was a good theory. LOL :p :)
- JonalinnNew Spectator
"sflowers330;c-1614229" wrote:
Ah well it was a good theory. LOL :p :)
I did read this.. which was interesting :)
When It Comes to Gaming, the iPhone Will Always Stomp the Competition
Alex Cranz
4/14/16
A new benchmark has also highlighted a pretty major limitation in mobile game benchmarking—mobiles games have frame per second caps. Most mobile games are capped at 30fps, with some more intense games capped at 60fps. In part this is to help save battery power, but it also means that no matter how amaaaaazing the processor in your phone is, it will only ever do a maximum 60fps.
The iPhone SE, Apple’s tiny “budget” phone, features the same top of the line guts as the iPhone 6S, and it hits the cap. Every time. Even my two year old iPhone 6 has no problem maintaining 59fps in Lara Croft Go (a wicked fun game with some sweet, if grueling, graphics).
But the Samsung S7 Edge with its fancy Snapdragon 820 processor and Adreno 530 GPU? Hovers around 44fps. And the LG G5—which features the same processor? 42 frames per second. Even the brand-spanking new HTC 10 managed only 44 frames per second.
These aren’t two-year-old devices. These are the very best phones from their respective brands and feature one of the fastest processors available in a mobile device. So why can’t they hit the cap?
Because mobile games are made for iOS first. Android is an afterthought—even though Android continues to crush iOS in terms of smartphone marketshare.
Developing for iOS tends to be more lucrative overall, and there’s very little device fragmentation. There are just a handful of processors and screen sizes that an iOS developer needs to program for, which means devs can optimize their apps better than the poor Android developer who has to take into consideration hundreds of different devices with a wide variety of processor and display capabilities.
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