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Fishlab’s Schade: We’re looking to see how iPad handles texture compression

Otherwise loving iPhone games on the big screen

Fishlab’s Schade: We’re looking to see how iPad handles texture compression
Any iPhone developer worth its salt is hard in work and thought concerning its plans for iPad, and we've been talking to Michael Schade, CEO of German developer Fishlabs to get his views about the technology.

"The first impressions of the iPad SDK, is as you'd expect the emulator runs games much slower than we'd expect the iPad hardware to do," Schade points out.

"Still, it's quite impressive to see Galaxy on Fire running at 1024 x 768 for the first time.

"However it also demonstrates how much work we'll need to put in to optimise the menu and user interface to make it play great on the iPad. Of course, we'll also need to get our hands on the hardware to get a better sense of speed to optimise the 3D assets and the controls.

He's also cautious in terms of how little developers know about how the actual hardware will work.

"It remains to be seen how the iPad handles texture compression and other OpenGL ES extensions as we have experienced different implementations for these across latest OpenGL ES hardware recently," Schade warns.

Contributing Editor

A Pocket Gamer co-founder, Jon is Contributing Editor at PG.biz which means he acts like a slightly confused uncle who's forgotten where he's left his glasses. As well as letters and cameras, he likes imaginary numbers and legumes.