This is not to say that Windows Phone is better than Android or iOS just because it takes up less space. That would be like saying burger is better than pizza because it takes less space :P Current mobile OSes are fundamentally different.
More of a trivia to put "optimization talks" to rest. Widows phone happens to run the most number of runtimes and graphics libraries. WP has 4 runtime and 2 Graphics stacks. Android has 2 runtimes and 1 graphics stack. iOS has 1 runtime and 2 graphics stacks.
WP has supported Silverlight and Native apps since WP7 days. It had XNA too as a game platform. WP8 added support for DirectX to make porting games easier. WP10 will add Universal runtime too while XNA was deprecated in Windows phone 8.1. It still manages to maintain backwards compatibility and performance across the board. Android hosts a Java Runtime Environment and a Native runtime. Of course you can add other frameworks at will - thanks to the customizability of Android, but they will never work well. Mobile chips just aren't powerful enough. iOS has just 1 Native runtime and that too is sooo frequently modified that you can forget about backwards compatibility.
WP supports OpenGL and DirectX graphics libraries. DirectX support was added in WP8. Its the library behind high end Console and PC games. These two libraries are fundamentally different and this calls for a radically different Driver Model which the WP pulls off surprisingly well. Android runs OpenGL but can also run whatever the hell you want though not recommended. iOS currently supports OpenGL and Metal (both kind of similar). Metal is based on Vulkan (which is the successor to OpenGL and loosely based on AMD Vulkan) - a low overhead graphics library Developed by Khronos/AMD. This will not be the case for long as OpenGL will soon be phased out and iOS will move entirely to Metal which was introduced with iOS8.
WP has supported Silverlight and Native apps since WP7 days. It had XNA too as a game platform. WP8 added support for DirectX to make porting games easier. WP10 will add Universal runtime too while XNA was deprecated in Windows phone 8.1. It still manages to maintain backwards compatibility and performance across the board. Android hosts a Java Runtime Environment and a Native runtime. Of course you can add other frameworks at will - thanks to the customizability of Android, but they will never work well. Mobile chips just aren't powerful enough. iOS has just 1 Native runtime and that too is sooo frequently modified that you can forget about backwards compatibility.
WP supports OpenGL and DirectX graphics libraries. DirectX support was added in WP8. Its the library behind high end Console and PC games. These two libraries are fundamentally different and this calls for a radically different Driver Model which the WP pulls off surprisingly well. Android runs OpenGL but can also run whatever the hell you want though not recommended. iOS currently supports OpenGL and Metal (both kind of similar). Metal is based on Vulkan (which is the successor to OpenGL and loosely based on AMD Vulkan) - a low overhead graphics library Developed by Khronos/AMD. This will not be the case for long as OpenGL will soon be phased out and iOS will move entirely to Metal which was introduced with iOS8.

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