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Smartphone and Tablet comatibility collection

Hi all,

we all know, mobiles are not supported officially by cloud party.

But please just let is start a short thread, witch clients we have tested that in fact work - no discussion, just a short list that helps everybody who likes cloud party and wants to by new devices.

I'll start, please enter your experiences:
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Comments

  • Samsung T700 (Windows Tablet):
    - Chrome works perfect
    - Firefox works perfect
    - Opera doesn't work well
    - IE works sometimes with Chrome Frame
  • Nexus 7 (Android 4):
    - Chrome doesn't work
    - Firefox works good, but really slow (but it is really great to see cp on that device)
  • Samsung Galaxy S3 (Android 4.0.4):
    - Chome Beta works somewhat (have to enable WebGL on the command line though [1]), around 200ms/f (5 FPS), characters don't render correctly
    - Firefox works somewhat, around 800ms/f (1 FPS), characters don't render correctly, crashed within a minute
  • For Ipad or Iphone, you can use too logmein free application. So you can connect to a computer logged on cloud party
  • Jailbroken iPad 5.1.1 w/webGL enabler:

    Logs in, but shortly after displaying the 3D view, safari crashes. It used to give about 5fps on an iPad 2 on a mostly empty home island.

    Maybe they can turn CloudParty into an iAd, that has WebGL available, and doesn't need a jailbreak ;-)

    Forget other browsers... they all have to use the underlaying webkit render engine... even Chrome for iOS does... and none of them have access to the faster javascript that Safari does.
  • Did anybody test Samsung Galaxy Tab 10.1 with 1.0 GHz or the new 1.4 GHz model, has anybody access to Google Nexus 10 ?
  • Did anybody test Blackbarry Playbook - that should have "FULL" WebGl support?
  • I tried repeatedly with a Galaxy Tab 1.0 with the Tegra chipset, and it would draw everything BUT the 3d view. Very frustrating. That was with Aurora I believe.
  • Jimb, was that a US spec S3 or a world spec one?
  • The US 16gb, T-Mobile version, to be precise.
  • Chrome://flags got added to the Android beta today, so you can now enable webGL without having to root.

    image

    Got around 8-10 fps on my Nexus 4
  • Nexus7 with new chrome usually fails to finish loading for some reason, but does occasionally manage to get all the way in and render at a couple FPS before crashing.
  • Recently, I got stuck with getting an iPad app running again because the dev certificate ran out, and I had to renew our company Apple Developer account, and get new certs to run development apps on our stuff here. Wellll.... I learned more about IOS development in 45 minutes than I knew in total.

    Found a little bit of code that enables WebGL within an app, compiled it to my phone....... and well... almost. Below are the results on an un-jailbroken iPhone 5. It only works if you have a dev account though... so not much better than jailbroken.

    The app just sat at the Cloud Party loading window and didn't go further. I might try a more targeted URL rather than just a.cloudparty.com.

    What did work was the test page:
    image

    And the icon on the screen...
    image
  • And just to prove WebGL was working.... Here is the same app pointing at the WebGL aquarium page. 500 fish, 23-29fps.

    image
  • Hmm, not sure what that could be without some debugging.
  • First I have to figure out why UIWebView isn't scaling to the CP login page. It is picking 320x480 pixels in size (portrait). Other pages, it shows full size, but the CP page is just a tiny cropped version of the logon screen.

    If I can get it to auto-scale, might be able to see more and see what is holding it up.
  • I think we might be telling it to do that, we're asking for device pixels with the "viewport" meta tag (as wedefinitely don't want it rendering a high res canvas you can never see on a phone), but then going and ignoring that and displaying some UI much bigger than the viewport we asked for - something we need to fix on our side.
  • If you have any interest in playing with CP on an iPad, I can get you a link to the example source that enables webgl browser view in an app, and get you going in the right direction in setting up a IOS dev account and downloading certs and provisioning. IOS dev account is $99/yr. Warning though... word is the method used to enable webgl is a private API, and won't pass the iTunes store certification, so this is only of use if you expect/hope that Apple will eventually open up webgl to the masses. Right now, suspect it is still turned off because it eats battery at an astounding rate.

    Reports are that the iPad 2 with IOS 5.1.1 allows about a max of 80-90MB for the browser. It used to work ok getting about 5fps, but memory usage for CP keeps climbing and now it halts at Loading 1. While in debug mode, it reports back to XCode memory warnings.

    IOS 6 hates cloud party altogether, but that may be fixable on your end. It may have double the memory allocation though on the iPhone 5/iPad4/IpadMini, allowing it to run if it can get past the load screen.
  • Anyone test it on a Chromebook?
  • Works but does not run well on the older (first generation samsung) chrome books. Haven't tried it on a new one, but since the specs are better I expect it will run better.
  • Yay!! Thanks Sam! I was hoping that was the case since Chromebooks run WebGL
  • since today (or perhaps a few days) CP doesnt work ob any Browser in my Samsung galaxy s3. it says "rreder main" failed.
  • newes chrome beta (from today) is a bit more stable on galaxy s3
  • What you should not forget before using your mobile phone:

    1. Login with your desktop pc, set quality to low (settings > graphics).
    2. Login with your mobile phone.
  • Graphics settings are per-device, setting them on your desktop will not affect your phone settings (since they have dramatically different graphics capabilities). We need to add some auto-detection that drops your quality down if you are on a slower device, but for now you have to manually set it in the phone, on your phone.
  • o.k. thanks - somtimes I manage to open the menue, before the phone crashes ;)
  • Updare: Newest Chrome Beta on Samsung Galaxy S3 seems to crash a little bit earlier than the older Version.

    Newest Firefox Beta on S3 crashes after loading the colplete scene and trying to click something.

    But that all could be caused by the new cp features, that might need more cpu power or ram - thats just for info, no need to discuss it.
  • I have noticed that my cobbled together WebGL browser on IOS behaves similarly. I can walk around for as long as I want on an empty 100x100M island, but on my island, it loads and pretty much crashes as soon as I touch something. On starting island... it lasts a little longer... but not much.

    So I think you are right... memory usage is outpacing mobile browsers.
  • Samsung galaxy note 10.1 JB 4.1.2
    Firefox: works good with 5-10 FPS (1-5 FPS medium graphics)
    Chrome beta: It says that my graphics card isnt supported and that i should restart my device though i have not restarted and tested again.
  • Here is a pic:
    image
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