Android News
Android Fragmentation is so last year. Processor fragmentation is the real issue [OPINION]
February 28, 2011 | by Andrew Kameka
Android
Everyone discussing Android OS fragmentation should take a seat. You’ve have had more than a year to discuss the differences among Donuts and Froyo ad nauseam. The new source of headache for developers and end users will not be whether a device is running Android 2.2. It will be whether that device runs the right processor.
MadFinger Games today released Samurai II: Vengeance, an excellent adventure game in which players slash their way through multiple levels of blood and bad guys. I played it briefly at Mobile World Congress, and that will probably be the only time I get to play Samurai II until I purchase a new device. According to its Android Market listing, Samurai II: Vengeance “is optimized for use on NVIDIA Tegra based Android devices only.”
This is the first of what might be many cases in which developers target a specific processor when developing an app. And you know, what? It may actually prove to be the sensible thing to do for people creating games like Samurai II, which has high-quality graphics, an original soundtrack, advanced AI, and was designed to run at 60 frames per second. Why put in all that work into developing the best possible game, and then downgrade in order to meet the needs of users who don’t have the desired hardware that you used to create it?
Android developers have to weigh the importance of delivering the best possible product and being available to service as many people as possible. In the interest of assuring that their products run as smoothly and stunningly in the user’s hand as it did in testing, developers may choose to focus on one hardware factor and neglect the others. The number of people with a Tegra II device is incredibly small (for now), meaning MadFinger must forgo the possible sales of the millions of HTC EVO (Snapdragon processors) or Galaxy S (Hummingbird processor) who would have loved to spend their $5 on the game.
What worries me about this possible problem has more to do with when devices of a similar generation are denied access to apps they are capable of supporting. A Netflix Android app could run on an NVIDIA or Texas Instruments processor right now, but Netflix has chosen so far to support only Qualcomm products that have anti-piracy DRM (other processors like the Tegra 2 are slated to get future support). Imagine if Hulu decides to adopt a similar strategy and Android users have to choose between rich gaming experiences and the ability to watch House reruns.
Open Handset Alliance members must work together to develop some kind of standard. It’s great that Android allows for so many different form factors to appeal to everyone, but we’ve strayed too far. It’s inexcusable for us to reach a point where similar class devices don’t get similar class experiences just because of the names on the chipsets powering them. We routinely write about apps that lead people to complain it doesn’t support pre-2.1, non U.S. locales, Galaxy S phones,or QVGA screens. The last thing the world needs is another factor getting in the way of running the apps that we know and love.















I totally agree. CPU specific applications are inexcusable, they will lead to a horrible user experience, and they could easily end the popularity of Android as a platform. The really scary thing is not that Samurai II won't run on a Galaxy S (even though the hardware is quite capable of running it), but that it won't even run on a Galaxy S II with the dual-core Samsung Exynox! I understand that developers are much more comfortable with developing to a single architecture, that's why the iPhone has so many high quality games. But this is not the Android way, hardware diversification is one of the major reasons of Android's success.
Hardware manufacturers are worried about seperating their devices from other android devices. (hense blur, sense, etc) This is a hardware method of doing so. This chip has a 3d processor… this chip has netflix DRM… I suppose you can't blaim them for trying to get ahead of the next guy… but in the end it will hurt the user and Android. I'm not sure a reasonable (read it as, profitable short term) resolution for this. Google has 3d support in 2.3 and 3.0… developers would be doing everyone a favor to use this solution and not chip specific solutions.
That's the number 1 reason I didn't buy a xoom on launch day. I want to make sure netflix will work on what I buy. That shouldn't be a concern. It should work on everything and hardware shouldn't matter. If the playbook has a netflix player they can tout that over android and it's one more reason not to buy a honeycomb tablet and that's unfortunate.
As much as I wish the Android fragmentation to vanish I realize it ain't gonna happen. Moreover, most likely it's going to grow at an accelerating pace. What concerns me as a developer is the addressable market, or the aggregate size of the "fragments" served by my application. If it's big enough to sustain the business it's good enough. In a sense it's a self-regulated system – when you realize the fragment you are serving is too small you change your application to address more fragments. Android won't likely be as good at monetization any time soon as iThings are now. Nevertheless it should become a platform for sustainable business either this or next year. Borys Burnayev actioncomplete.com GTD for Android and Web My recent post AC for Web Pro 2- Installment 2- Export to Printer-friendly HTML- Summary and Detail Reports
I've already run into this problem. The Mozilla Firefox browser is now available as an Android app, but only for hardware with an ARM7 based CPU. My Android phone (which I've only had for about 6 months) has an ARM6 CPU so I'm shit outta luck until I get a new handset. Disappointed
I hope the way out of this doesn't mean that Android ends up being just another ME TOO mobile device OS. I love that its always at the cutting edge. Both with hardware and with OS. Because with time that will translate to better and better devices. It's what excites the part of the buyer pool that wants a grown up device. That's not satisfied with the Camry of mobile devices. What's interesting is that this internal competition that is going on inside Android is driving its innovation faster than what going on outside of Android. Rather than reign it back, isn't there some way to maximize the focus of developers.
this is artificial issue created by marketing money of NVIDIA! If game or any piece of GPU accelerated software is using open standards like OpenGL 2.0 ES, there's absolutely no real reason why it wouldn't work on any compliant device! This game does use OpenGL, but it's artificially limitted on NVIDIA processor! NVIDIA did same thing on sponsored PC Game Batman: Arkham Asylum that was using DirectX API, but artificially didn't support Anti-Aliasing on AMD's Radeon series of GPUs! This was "fixed" with "Game Of The Year" Edition of that game! Bottom line this will limit sales of this game, but loss of income will be eased with NVIDIA's marketing budget. End users will suffer most, at least early adopters and mobile gamers. On long-run, when marketing deal expires, game will be patched with support for the rest of OpenGL 2.0 ES compliant processors! The fact that Xperia Play is using Adreno 205, means that its capabilities will be prevailing lowest denominator for majority of upcoming Android games! That being said, I don't worry at all about this artificial issue presented in this article!
This is something that Google should have addressed from the onset. The ball is rolling down the hill…can it be stopped now that it is rolling really fast?
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