Well, I was just watching a developer lecture on Android, and it seems the older devices can manage 5k vertices per frame, and newer ones can manage about 30k vertices per frame, to maintain a framerate of 30 fps.
This is kinda low, but there are tweaks to be done (like level of detail) to improve it, and early versions of the client wouldn't have to be *quite* so beautiful as the Windows/OSX/Linux version, while later versions could scale up automatically to the best they can display.
I also just saw a video of the nvidia tegra processor (on what looked like an android tablet device) playing the unreal 3 engine, and it was fast, smooth, and detailed.
So, maybe, by the time we're able to port MO:UL to Android, there will be more machines capable of better display.
I guess, in the meantime, all I can do is be patient and work on other things.
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