I guess the question is whether that is the main story-line or includes the side missions. I'm thinking it probably includes side missions, which is still pretty decent. That would have meant holding back releasing any material until the game was basically finished, which would have made everyone anxious as well. I don't think the polygon count for each character or car was increased a lot, but the textures layered on top seemed to have been improved making everything look better. The port scenes in the podcast did have an impressive amount of geometry though. Vehicle and pedestrian density, particularly pop-in when driving fast seems to still be the big worry from the trailer. If I'm not mistaken, that was even an issue in Vice City Stories on the PSP where you can overrun the streaming if you drive fast enough so maybe it isn't as much a Gangstar or iOS issue but a general portable game issue of this genre.
It shouldn't be an issue an issue on 256MB and 512MB devices assuming the game is designed to push out draw distances when run on newer devices. On 128MB devices, it'd probably be a real limitation because you are really not having that much memory available with a comparatively heavy OS and background services, particularly on the iPhone consuming memory all the time. There's also a resolution difference eating memory. On the other hand, streaming is helped by the presumably faster flash memory vs UMD. The PSP likely did have a CPU advantage until the latest A4 based devices though and probably still does for vector and floating point operations. The second CPU core in the PSP could probably be handling streaming and decompression while on the iPhone it'll have to share cycles with game logic and everything else. Although I'm not a game programmer so maybe games are structured differently now.
PSP - 64mb ram completed dedicated to gaming iOS - 128/256/512 dedicated to loads of differed tasks all of which consume memory, the iPhone 4 and maybe 3GS could surpass the psp when it comes to games but probably not the 1st, 2nd or even 3rd gen devices could beat it after you take into account the memory taken up by other tasks
With no apps running on an iPod Touch 2G you still have 50 mb of ram free. On a 3.rd or 4th generation it's about 150-170. There is also not a noticeable speed diffrerence between the iPod Touch 3 & 4, but a massive difference between 2&3.
I thought it would be higher on the 4th gen Touch. On my iPhone 4, there is usually somewhere between 340 - 370 MB of free memory with no apps running (except for the Phone and Mail which are always running in the background.
do you think there are any ipad exclusive things? the ipad version comes kater so im debating if i should wait or just buy iphone one. ps i really dont care about hd-ness.
I don't think it will have any iPad exclusive stuff, but If I were you I'd wait for the iPad version because it will look better and the controls will be designed for the iPad and not out of place.
No, the iPod Touch 4 has 256 mb ram. But it also seems to have the iPad processor or that's what I understand from what iFixIt says.
Ok, so how smoothly does Epic Citadel run on it? On my iPhone 4 it usually leaves me with about 140 MB of RAM to spare. So that means that it's using up about 210 MB of RAM (350 - 140 = 210). I'm don't know much about RAM and Processors, but I don't understand how a game like Epic Citadel can run on an iPod Touch 4th gen with retina display (which you say usually has about 150 - 170 MB of free RAM with no apps running) when it takes about 210 MB of RAM on my iPhone 4. Obviously there must be some reason, but I'm not sure what.
210mb RAM? Did you clear all of the iOS4 background processes? Because epic Citadel is smooth on my iPod with 256mb RAM, and I wave about 60mb free when running it.
Ok, I just did another test. Device: iPhone 4 (Jailbroken iOS 4.0) Free RAM before test: 362 MB Free RAM while running Epic Citadel: 165 MB 362 - 165 = 197 So that must mean that it's using about 196 MB of RAM, right? I cleared all background processes before starting the test and Epic Citadel does run perfectly smoothly with no freezing or noticeable loss in frame rate.
I believe it actually didn't run on the 4th gen iPod Touch. It assumed the iPod would have 512MB of RAM like the iPhone 4, loaded the high quality Retina Display textures and crashed by running out of memory. Epic quickly released an update though, probably based on the iPad codepath allowing Retina Display on 256MB of RAM. Comparisons between iPhone 4 and iPad screenshots clearly showed the iPhone 4 had better quality textures. It'd be interesting if someone did the same with the 4th gen Touch.
Oh right, I can see why now. So they had to lower the texture quality for it to be able to run on the 4th gen iPod Touch otherwise it would crash. I was assuming that the 4h gen Touch was running the exact same copy of Epic Citadel that the iPhone 4 was running. Thanks for explaining it.
I can't wait! I'm gonna just get it iPod touch. Sims 3 and spiderman work fine. And if it's unbearable I'll just re buy it for the iPad.
http://forums.toucharcade.com/showpost.php?p=1284096&postcount=143 If that's a 4th gen Touch screenshot then it definitely looks closer to the iPad than the iPhone 4.