Quick Look at the Trends in Mobile Graphics and the Issues in its Fragmentation

Quick Look at the Trends in Mobile Graphics and the Issues in its Fragmentation

Screen size has been a trend that has some controversy with developers and phone manufacturers for years and gained more controversy with iOS and Android. Consumers first wanted bigger screens, then they say it’s just too big. Then they loved big tablets like the iPad, then ask for smaller versions, creating the Phablet series. Today some say most issues in what is the right size for a consumer is starting to be sorted out.

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DeviceAtlas data is showing that in America, smartphones are growing from 4.7 inches and wider as phones all over the world are growing past the 4 inch mark and building up to 5 inches.

TestBird looked at screen resolution as well and found that it’s still very much fractured among the top devices, but with new developments, it’s becoming clearer. Let’s look at a chart from our current white paper:

 

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This has dropped lower resolution to under 40% here in China and we are seeing a faster rise to high resolution screens from our recent findings in from our report on the devices in Southeast Asia devices.

720p and 1080p have grown thanks to the efforts of faster CPUs allowing for better mobile movie applications and the use of YouTube to watch movies, TV shows, and video clips being played on mobile devices as shown from a recent ComScore report.

 

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But this has many questioning if Ultra high resolutions of 2K, 4K and 8K will be the best next thing for mobile. Though we only have a few 2K phones in our labs, many companies are planning for 4K in their phones, though some manufacturers note the battery drain from these resolutions might scare consumers.

Issues with UI

Developers need to be very aware of these resolutions and how they are shown. Issues with UI can be overlooked very easily among the different resolutions on devices. TestBird studies UI exceptions, issues in text and graphics placed onto a game, in its white paper and discovered 6.4% of all compatibility issues are bad UI.

Here are a few examples of issues due to bad UI:

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Though some might be missed by a developer or minor to a consumer of the mobile game, it does tarnish the developer’s reputation for great games and may hurt the brand or company image. It’s vital to check these so players will expect great quality in your game and better cross-promotion purchases for future games in your library.

Our testing team came up with two of the biggest reasons for UI issues and solutions for both:

  • The reason may lie in android phone screen related problems such as phone resolution and size, and when any control is added to and arranged in a game, resolution shall be taken into consideration, usage of pixel unit avoided and usage of dp (Density-independent pixel), sp and other units need to be considered.
  • The reason may lie in game engine related problems such as a Unity3D engine game; with use of system word stock, word display failure is commonly seen in OPPO and other phones for the reason that some android manufacturers customize their android systems in depth and thus causing failed display of system words called by some Unity3D engine games. The solution is to use other word stocks instead.

Doing this on your own could be hard, but come try out TestBird’s mobile compatibility testing service. We test for many UI exceptions as well as installation errors, freezes, black screens, other items that could harm your game. Please try out a free trial at no risk. We think you’ll be surprised at what you get.

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