Answer the question
In order to leave comments, you need to log in
Which graphics api to choose for android build?
Tell me, to support older devices, I added OpenGLES2 to the graphics api (minimum sdk api 4.4). Does it make sense to leave OpenGLES3 as well, or can one get by with OpenGLES2? Should I keep Vulcan? Reading the documentation, I don’t understand a little how to protect myself so that the application is not shown in the store on unsupported devices.
Answer the question
In order to leave comments, you need to log in
it makes sense to leave.
if you read the documentation, then it clearly says that it will try to run in the same order as in the screenshot.
It turned out on GLES3 - cheers. works more optimally., no - tries further.
It would make sense to remove OpenGLES2 - if you wanted to get rid of old devices.
otherwise, backwards compatibility, everything that can work with OpenGLES3 will also support OpenGLES2.
with Vulcan - a little more fun. here it is necessary to check whether there are any bugs on this relatively "fresh" api, sometimes it's easier to cut it off from sin)))
Didn't find what you were looking for?
Ask your questionAsk a Question
731 491 924 answers to any question