iPhone 3G S supports OpenGL ES 2.0, but 3G only supports 1.1 — will the App Store splinter?

When we were breaking down the meaty differences between the old-school 3G and the 3G S yesterday, we made an assumption about support for OpenGL ES 2.0 3D graphics APIs in the original iPhone 3G based on the fact that it had been available in the iPhone OS 3.0 SDK for several betas. Turns out, though, that the graphics processor in the 3G S — the PowerVR SGX — supports hardware acceleration of both OpenGL ES 1.1 and 2.0 while the more pedestrian PowerVR MBX found in the iPhone 3G supports 1.1 alone.

What does this mean to you? OpenGL ES is the lightweight version of OpenGL, a powerful library of real-time 3D rendering APIs; many modern phones and other handheld devices support the older 1.1 specification, but 2.0 is less common — it kicks things up a notch by supporting more complex textures and shading operations, which basically means games written to support it look more badass. Here’s the problem, though: because OpenGL ES 1.1 and 2.0 are completely incompatible with each other, apps need to be written to support both if they’re going to be maximally compatible. A 2.0-only app can’t simply run on a 1.1-only device and not look as good — it won’t work at all.

Here’s where it gets interesting. The App Store has already splintered a bit with certain applications being unavailable to iPod Touch users (dialers, for example), but language in Apple’s iPhone SDK documentation leads us to believe that the company eventually intends to begin allowing it to splinter even among iPhone models, maybe as soon as the 3G S is released. That is, they’ll allow apps that are only compatible with the 3G S because they’re written to take advantage of OpenGL ES 2.0 and don’t offer a 1.1 fallback:

“When designing your OpenGL ES application, the first question you must answer is whether your application will support OpenGL ES 1.1, OpenGL ES 2.0, or both… Your application should target OpenGL ES 1.1 if you want to support all iPhones and iPod touches.”

Realistically, it was bound to happen; platform aside, hardware is always improving, and it’s paralyzingly difficult to require that all apps be compatible with all of a platform’s devices regardless of age — particularly when it comes to gaming. We imagine this’ll be an issue with apps taking advantage of the 3G S’ other specific features like the magnetic compass and video recording support, too. Question is, what’ll be that must-have game (or compass, we suppose) that spurs stubborn 3G owners into shelling out a few hundred bucks they didn’t intend to?

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iPhone 3G S supports OpenGL ES 2.0, but 3G only supports 1.1 — will the App Store splinter? originally appeared on Engadget on Wed, 10 Jun 2009 05:00:00 EST. Please see our terms for use of feeds.

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The Week In iPhone Apps: My Life Is Indistinguishable From The Sims

This week, the App Store goes on a little gaming kick. Sort of like the real world. COINCIDENCE?!? Yes.

It’s not that there weren’t a few cool iPhone announcements at E3—there were!—it’s just that not much from LA actually made it to the App Store this week. Luckily, a few great ones did, along with some also-good, non-game stuff too.

The Sims 3: It’s not every week we get a full-fledged iPhone conversion game from a studio like EA, and it’s even rarer that they’re truly worth the price. Despite somewhat unwieldy controls and sometimes choppy framerates, the Sims 3 is one of the great ones. It’s an honest Sims game, not a half-assed mobile version, which is probably why EA feels like they can charge $10 for it.

Parachute Panic: In this simple little game, you direct pencil-drawn parachuters to a safe landing, avoiding helicopters, UFOs, and sharks (?) on the way down. The gameplay is engaging, if a little bit repetitive. The artwork looks great, and the soundtrack is fantastic, though it’s painfully apparent that the developers really, really like Katamari Damacy. A dollar.

Isotope: A fantastic top-down, Geometry Wars-esque shooter, Isotope wins the day for its control scheme: direct your ship with a nicely-size left d-pad, and shoot in any direction with a second d-pad, which spawns wherever you plant your right finger. The free version is worth an hour or two of play, and the pay version is just three dollars.

LightSource/Graycard: These two apps provide common photography tools—just not for the iPhone’s camera. Graycard is an adjustable white balance calibrator; useful if you’re not satisfied with your DSLR or video camera’s presets, but only marginally helpful in my testing. LightSource is much more practical—it simulates the colors of common photographic light sources. The iPhone’s screen isn’t that bright, so you can only use this to light still life or low-light shots. A dollar each.

Up: Whoa, hey, it’s another movie promo app! This one isn’t really worthy of its Pixar namesake, and the game—the most prominently displayed part of the app—is terrible. That said, the extra promo material might be worth the free download, since the included clips, bios and photos give a better sense of what the film’s like than all the rest of Disney’s cryptic advertising campaign, combined.

AppSales Mobile: How about one for all the devs out there? AppSales Mobile tracks vital app sales and download statistics, tapping into Apple’s iTunes Connect reporting system. It’s only fitting that such an app exists, though we shouldn’t expect to see it in the App Store anytime soon. But come on, you’re developers! DOWNLOAD! COMPILE! SIDELOAD! (via TUAW)

This Week’s App News on Giz:

iPhone Zips Will Let You Unzip Jeans to See Naughty Bits

Ideas We Like: App Store for Apple TV

Rumor: iPhone 3.0 To Stop Allowing You to Re-Download Apps For Free

Belkin’s TuneCast GPS-Assisted FM Transmitter Is Like Putting a DVR Into a VHS Player

Sexy Screen Wash for iPhone Is Both Stupid and a Scam

And this, obviously

This list is in no way definitive. If you’ve spotted a great app that hit the store this week, give us a heads up or, better yet, your firsthand impressions in the comments. And for even more apps: see our previous weekly roundups here, and check out our Favorite iPhone Apps Directory and our original iPhone App Review Marathon. Have a good weekend everybody.

Sony Ericsson expands PlayNow arena to cover apps, too

It looks like Sony Ericsson is taking a page out of Apple’s book for the launch of its app store, bundling the service in with the very same platform it already uses to distribute music and movies. PlayNow arena — which was originally designed for music distribution and whose movie rental functionality is going live this month in a handful of locales — is now being expanded to incorporate applications as well, initially coming to 13 countries and some 38 Sony Ericsson models. Conveniently, PlayNow arena is already well-plumbed to support a variety of blling methods which should make the transition to paid apps a pretty seamless one for the company, devs, and users alike. Submissions from developers for inclusion in the store will kick off July 1, initially covering Java and Symbian before being expanded to cover “additional platforms” (Android, anyone?) later in the year; there’s no word, though, on exactly when end users will be able to get in on the action.

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Sony Ericsson expands PlayNow arena to cover apps, too originally appeared on Engadget on Wed, 03 Jun 2009 15:18:00 EST. Please see our terms for use of feeds.

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Nokia Ovi App Store Faces Turbulent Start

nokia-oviNokia’s Ovi store got off to a rocky start Tuesday as users faced problems accessing the store and downloading the programs.

“Shortly after launching the Ovi Store at 2 a.m. ET, we began experiencing extraordinarily high spikes of traffic that resulted in some performance issues for users accessing store.ovi.com and store.ovi.mobi,” said Eric John, head of product marketing for Nokia Ovi in a blog post. “We immediately began to address this issue by adding servers, which resulted in intermittent performance improvements.”

The store features games, applications, podcasts and videos for smartphones running Nokia’s Symbian operating system.

The problems with Ovi’s launch do not bode well for Nokia, which has been struggling to better Apple’s App Store, whose more than 46,000 titles have been downloaded more than 1 billion times since the store’s July 2008 launch. Nokia has lagged other mobile platforms such as Research In Motion’s BlackBerry and Google’s Android OS, both of which launched their own app stores months ago.

The Ovi store can be accessed by about 50 million Nokia device owners worldwide, including the soon-to-be launched N97. The store will have more than 20,000 titles at launch, said Nokia, including both free and paid apps. Customers can visit Ovi through their phone’s browser to personalize and downloads services and programs.

“Ovi is open for business and we’ve stocked the shelves with both local and global content for a broad range of Nokia devices,” said Tero Ojanperä, Executive Vice President, Nokia Services in a statement. “Ovi Store makes shopping for content and applications easy for feature phone and smartphone owners alike.”

But some Nokia fans aren’t pleased. Inability to access the Ovi store on launch isn’t the only trouble that users say they faced. Allaboutsymbian.com, a web site that follows Nokia closely, pointed out that the Ovi store does not offer a clear distinction between Java and native Symbian apps.  The performance of the store client was also slow and the store did not have much content, said the site.

Ovi store users in the U.S. will face additional challenges buying from the Ovi store. U.S. consumers can access and purchase content from the Store via unlocked devices using AT&T or T-Mobile. But those purchases will require a separate credit card transaction. Later this year. AT&T has said it will offer carrier billing, so purchases from the store become a part of the monthly service bills.

Photo: Ovi store rendering on Nokia N97 (dekuwa/Flickr)


Rumor: Apple Considering iPhone Background Apps

Apple’s said no background apps on the iPhone forever, citing it destroys stability and system resources. Today, three reputable publications have independently claimed that Apple is having a change of mind. What the hell?

Techcrunch, Gruber and Alley Insider (Alley first) all claim to have sources that say Apple is working on and discussing just how they can run applications in the background. (An example of such an application and a potentially convenient use for background apps is an IM client that would alert you as soon as you got a message; Apple previously claimed their now late push data system could alert dormant applications of new events without needing those apps to be open. Open apps would take up resources.)

Part of this rumor is that Apple would require applications that run in the background to undergo a more thorough application process for the iTunes store. That makes sense and is the most likely scenario. Apps could be vetted (even more stringently than the current approval process) for processor and memory usage, then approved for being a background-capable app.

Why would they change their minds? Well the Palm Pre is certainly the main reason we can think of. Palm has, to many reporters, said that the Pre’s advantages lie in its faster hardware, light operating system designed specifically for a mobile environment, ability to run multiples programs at once—each referred to in the UI as a card—despite the potential battery drain. And the Pre, as we all know, is high up on the list of things we’re all excited for.

But what makes more sense is for all of this to be for the next hardware iteration of the iPhone, one that has more processing power and memory—two things that are in tight supply on the current versions. This would mean Apple could stick to their story of not being able to support background apps now, but still deliver on something just about everybody wants.

We’ll find out more at WWDC 2009, I’m sure. [Business Insider via Daring Fireball via Techcrunch]

Vinyl record iPod touch app gives you the spins

Vinyl has been on the verge of a big-time comeback for ages now (and for some of us, it never ceased to be the format of choice anyway), so we’re pretty happy to see that even the land of zany iPhone / iPod apps is no longer immune to its charms. The spinning vinyl app by Theodore Watson makes use of the iPod touch’s accelerometer to control the speed that the “record” is played at. The video (which is after the break) might make you a little sick when you watch it, but it sounds great. Analog rules, doesn’t it?

[Via Make]

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Vinyl record iPod touch app gives you the spins originally appeared on Engadget on Tue, 28 Apr 2009 20:36:00 EST. Please see our terms for use of feeds.

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Switched On: Apps like to Movit, Movit

Ross Rubin contributes Switched On, a column about consumer technology.

Not every company producing smartphones cares much about other kinds of portable devices, but those that do can heed a lesson from Apple. By leveraging the popularity, platform, and distribution of the iPhone, Apple deftly created the market for iPod touch applications. One would now be hard-pressed to name another non-cellular handheld device that has access to as many modern applications as Apple’s flagship digital media player. Under some definitions, it has become the first mass-market Mobile Internet Device (or MID).

Targeting both phone and non-phone platforms has allowed Apple to greatly increase the installed base for iPhone applications. Last month, Apple announced that it had shipped 17 million iPhones, and 13 million iPod touches, increasing the base of devices for “iPhone” applications 76 percent.

Convergent devices like the iPhone and iPod touch are often looked at in terms of their potential to cannibalize a wide swath of other kinds of portable devices. These include the popular (digital cameras, portable navigation devices, handheld gaming platforms), the obscure (remote controls for presentation programs and the Sonos multi-room music system), and the humble (alarm clocks, calculators and pedometers).

Continue reading Switched On: Apps like to Movit, Movit

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Switched On: Apps like to Movit, Movit originally appeared on Engadget on Thu, 23 Apr 2009 18:05:00 EST. Please see our terms for use of feeds.

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GamePark Wiz app store coming this summer

We heard murmurings of a possible app store for GamePark’s Wiz open source handheld back when we first laid our hands on it, but now it’s officially on its way. GamePark Holdings’ awesomely-named Game Contents Open Store is now set to open in August, allowing all users to produce and download homebrewed apps and games for the Wiz. The SDK is currently in development, and there aren’t any further details beyond that, but we’ll keep our eyes peeled for you.

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GamePark Wiz app store coming this summer originally appeared on Engadget on Tue, 21 Apr 2009 15:03:00 EST. Please see our terms for use of feeds.

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Apple reveals top 20 free / paid iPhone apps, iFart Mobile only ranks 16th

To think, it’s only been three months since we talked about Apple’s iTunes store crossing the 500 million download threshold, and now it looks like the gang in Cupertino are gearing up to celebrate their 1 billionth app. To celebrate, the company’s released two lists showcasing the top 20 free and paid iPhone apps, respectively. Presuming these are in order (they’re certainly not alphabetical), that puts Crash Bandicoot Nitro Kart 3D for paid apps and Facebook for free apps. Interestingly, Crash shares with Super Monkey Ball the dubious honor of being the only two apps on the list at $5.99, the highest price here. Eight of the paid apps cost $0.99 apiece, and the rest fall somewhere in between. Check out both lists after the break.

[Via i4u]

Continue reading Apple reveals top 20 free / paid iPhone apps, iFart Mobile only ranks 16th

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Apple reveals top 20 free / paid iPhone apps, iFart Mobile only ranks 16th originally appeared on Engadget on Tue, 14 Apr 2009 03:32:00 EST. Please see our terms for use of feeds.

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Apple anxiously awaits the selling of their billionth App download celebration

Apple’s going all out in anticipation of a landmark for the company — the downloading of one billion apps in the App store. Not bad for nine months of work, if you think about it: over 110 million a month, in fact. About 27 million a week… well, you get the idea. Oh yeah, they’re giving away a bunch of stuff too, so be sure to check that out if the mood strikes you.

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Apple anxiously awaits the selling of their billionth App download celebration originally appeared on Engadget on Fri, 10 Apr 2009 12:22:00 EST. Please see our terms for use of feeds.

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