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I tried to rename my char and see, it didn't work. I rly don't know how to solve it. U got a step by step manual ?

I'm using iCloud every day I definitely know how it works. But this won't work.

Not sure I can say a step by step guide. I do recognize that it's a little quirky. I do notice that sometimes, when I start it on the other device, I end up going back to the initial area, but this time with all my current character data and such. I do recognize that there should be a way to repeat the first area just so you can unlock a particular box with which you're highly likely to not have access to it the first time you play the game in that location.

Take note, the game, on the other system doesn't automatically pick up your character in the slot you want to share. It, at first, starts a new character in a different slot. So, on the new system, check your Options menu and go to the Character Slots to see if you see your renamed character in there. There's 10 slots, so you may want to scroll to find it. It's a little sensitive here and it's a little too easy to start a new game in an empty slot (wish they made you select and then confirm before starting a new character to avoid this). If you already made 10 slots of characters, you may want to delete some of the slots you arent playing to allow the game to bring down the iCloud saved file.

NEW EDIT (Please read): Take note, that it does look like there are some bugs left in the iCloud using system inside of Infinity Blade II. The IB2 developers are now aware of it, and they are working on the fix. So for right now, it's recommended that you stick to playing a single save on one device only and not share the same save between devices. I just read the news. Shame it has bugs, but at least we know only within a day or two of release as I could see this being a big issue once people invest a whole lot of time into their characters. So for right now, I'm going to stop using the same save between my devices until they patch the game before I lose data.
 
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Because the developers don't push them to look like that. IB2 clearly shows the potential is there. There's just no huge drive for killer graphics on "casual" games. That's a feature of "hardcore" games.

So at the end of the day, a 5 year old PSP has better looking games than superior iOS hardware.

6 years old. And looks to go up to two more years.

PS3 is 5 years old and in 2 years that old ass hardware will still have better looking games than iOS

Almost as bad as comparing MHz when trying to assess GPU performance. You need to look at pixels/triangles per second, pixel and texture fillrates and things like that to compare GPUs. That also doesn't compare the subjective quality of mobile graphics versus console graphics. You're looking at a smaller display and always driving less pixels. If it looks as good as a current gen game to someone comparing the two, then mobile games have caught up.

Wait so now you're moving the goalposts... its subjective now lol. 5 year old RSX is objectively 2-3x more powerful than SGX543MP4 (Vita), which is clocked at 500+ mhz. You wont be seeing that kind GPU performance in a phone or tablet for at least another 2-3 years. By that time consoles will have started a new generation again.

You've got a problem with me using gflops? Feel free to show me a metric where mobile GPU outperforms RSX.
 
Passed it!

I just completed the whole thing... amazing story but I won't ruin it for you.... I had a blast... completed it using a big weapon.... I'm gonna try to pass it using the double weapon... awesomest game ever on iOS!
 
So at the end of the day, a 5 year old PSP has better looking games than superior iOS hardware.
Whether or not it has better looking games is irrelevant. Infinity blade 2 still looks better than any game on the pap, which was the original point.



PS3 is 5 years old and in 2 years that old ass hardware will still have better looking games than iOS

This generation started in 2005 with the 360. As for 2 years from now, you might be surprised what is being released on mobile. Rogue polygon reformable is 70% of the ps3 gpu and it's driving a quarter of the pixels of 1080p.



Wait so now you're moving the goalposts... its subjective now lol. 5 year old RSX is objectively 2-3x more powerful than SGX543MP4 (Vita), which is clocked at 500+ mhz. You wont be seeing that kind GPU performance in a phone or tablet for at least another 2-3 years. By that time consoles will have started a new generation again.

It was never argued it was more powerful. Just that the gap is smaller than ever with suggestions it will get even smaller. New console generations always start out with only marginally better graphics than last gen.

You've got a problem with me using gflops? Feel free to show me a metric where mobile GPU outperforms RSX.
yes, because it's less indicative of real world performance than numbers like fill rates. And again, I never said they outperformed consoles, just that they were getting much closer and much more comparable.
 
Not sure I can say a step by step guide. I do recognize that it's a little quirky. I do notice that sometimes, when I start it on the other device, I end up going back to the initial area, but this time with all my current character data and such. I do recognize that there should be a way to repeat the first area just so you can unlock a particular box with which you're highly likely to not have access to it the first time you play the game in that location.

Take note, the game, on the other system doesn't automatically pick up your character in the slot you want to share. It, at first, starts a new character in a different slot. So, on the new system, check your Options menu and go to the Character Slots to see if you see your renamed character in there. There's 10 slots, so you may want to scroll to find it. It's a little sensitive here and it's a little too easy to start a new game in an empty slot (wish they made you select and then confirm before starting a new character to avoid this). If you already made 10 slots of characters, you may want to delete some of the slots you arent playing to allow the game to bring down the iCloud saved file.

NEW EDIT (Please read): Take note, that it does look like there are some bugs left in the iCloud using system inside of Infinity Blade II. The IB2 developers are now aware of it, and they are working on the fix. So for right now, it's recommended that you stick to playing a single save on one device only and not share the same save between devices. I just read the news. Shame it has bugs, but at least we know only within a day or two of release as I could see this being a big issue once people invest a whole lot of time into their characters. So for right now, I'm going to stop using the same save between my devices until they patch the game before I lose data.

THANKS mate. You rly helped me. Okay then I'll wait for the fix. Thank you =)
 
Whether or not it has better looking games is irrelevant. Infinity blade 2 still looks better than any game on the pap, which was the original point.





This generation started in 2005 with the 360. As for 2 years from now, you might be surprised what is being released on mobile. Rogue polygon reformable is 70% of the ps3 gpu and it's driving a quarter of the pixels of 1080p.





It was never argued it was more powerful. Just that the gap is smaller than ever with suggestions it will get even smaller. New console generations always start out with only marginally better graphics than last gen.

yes, because it's less indicative of real world performance than numbers like fill rates. And again, I never said they outperformed consoles, just that they were getting much closer and much more comparable.
TBH, Fill Rate is a bad example. It is dependent on memory bandwidth(speed) more so than GPU power. Ironically, it appears that we have moved towards looking at gflops, because that metric is generic enough to be used across different processing units. That is where you get to see the major differences in how AMD designs its GPUs versus Nvidia (or in this case ImgTec). I think they tried using dot product as a metric for a while, don't think it stuck.
 
Whether or not it has better looking games is irrelevant. Infinity blade 2 still looks better than any game on the pap, which was the original point.

No, that wasnt YOUR original point that I responded to. Your original point was that A5 is much more powerful than PSP. And so what if infinity blade looks better than any single game on PSP? 9 out of 10 PSP games look better than iOS games.

This generation started in 2005 with the 360. As for 2 years from now, you might be surprised what is being released on mobile. Rogue polygon reformable is 70% of the ps3 gpu and it's driving a quarter of the pixels of 1080p.

I've never mentioned 360 in any of my posts, only PS3. PS3 is 5 years old. 2 years from now iOS games will still look like crap compared to PS3 games. Oh and btw, vast majority of PS3 games are 720p.

It was never argued it was more powerful. Just that the gap is smaller than ever with suggestions it will get even smaller. New console generations always start out with only marginally better graphics than last gen.

wtf? PS2 games mostly run at 640x480. PS3 games are usually 1280x720 which is a 3x increase in pixels alone. Thats marginal?

yes, because it's less indicative of real world performance than numbers like fill rates. And again, I never said they outperformed consoles, just that they were getting much closer and much more comparable.

So which metric do you want to choose? Fillrate? Please keep in mind that PS3 uses 128bit GDDR3 whereas mobile SOCs use 64bit LPDDR2
 
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TBH, Fill Rate is a bad example. It is dependent on memory bandwidth(speed) more so than GPU power. Ironically, it appears that we have moved towards looking at gflops, because that metric is generic enough to be used across different processing units. That is where you get to see the major differences in how AMD designs its GPUs versus Nvidia (or in this case ImgTec). I think they tried using dot product as a metric for a while, don't think it stuck.

IMO it's better than Gflops as nvidia GPUs become more and more general purpose and less optimized for graphics tasks. Also, ImgTec is known for providing realistic Triangle/sec counts, so that makes me even more inclined to use their #'s there.

No, that wasnt YOUR original point that I responded to. Your original point was that A5 is much more powerful than PSP. And so what if infinity blade looks better than any single game on PSP? 9 out of 10 PSP games look better than iOS games.

Yes, it was, and the point still stands. IB looks better than any game on the PSP, meaning it has surpassed the PSP in terms of eye candy. It doesn't matter if it is only 1 or 2 games. Those 1 or 2 games are selling extremely well showing that the demand is there, therefore putting pressure on the competition.


I've never mentioned 360 in any of my posts, only PS3. PS3 is 5 years old. 2 years from now iOS games will still look like crap compared to PS3 games. Oh and btw, vast majority of PS3 games are 720p.

360 graphics are on par with the PS3's graphics, thus the generation started 1 year earlier than the ps3's launch. The fact that they are 720p only makes mobile games closer since the console GPU's can't produce the graphics they use at a full 1080p resolution.



wtf? PS2 games mostly run at 640x480. PS3 games are usually 1280x720 which is a 3x increase in pixels alone. Thats marginal?

Pixel increase != better graphics. Compare Halo 2 (late xbox game) to perfect dark zero (xbox 360 launch game) for example. Not a whole lot better yet successive platforms.

So which metric do you want to choose? Fillrate? Please keep in mind that PS3 uses 128bit GDDR5 whereas mobile SOCs use 64bit LPDDR2

Graphics is a bandwidth limited task so it is an apt metric. Gflops is a highly idealistic number that becomes less relevant and GPUs become more general purpose.
 
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I still think that fill rate is a bad choice. Maybe triangle setup or fully textured and shaded polygons would be a better metric. Mobile solutions will always play catchup with home consoles (and even more so desktop gpu's) in terms of fill rate.
 
diamond.g said:
I still think that fill rate is a bad choice. Maybe triangle setup or fully textured and shaded polygons would be a better metric. Mobile solutions will always play catchup with home consoles (and even more so desktop gpu's) in terms of fill rate.

I've never seen anyone quote textured and shaded polygon numbers. No one would willingly quote such a lower number in my estimation, although it would be a great metric.
 
I've never seen anyone quote textured and shaded polygon numbers. No one would willingly quote such a lower number in my estimation, although it would be a great metric.

Nintendo used to, as did ImgTec (PowerVR) for a little while. Mostly because, in the case of PowerVR, TBDR was seen as a hindrance versus the standard way.
 
5 year old RSX is objectively 2-3x more powerful than SGX543MP4 (Vita), which is clocked at 500+ mhz. You wont be seeing that kind GPU performance in a phone or tablet for at least another 2-3 years.

The PowerVR 6 series (presumably in the (presumably about to be released) A6 is supposed to "approach" 500 million polys a second and 6G pixels/s. That would at least get it into the ballpark. Presumably the A6 will allow for "AC" clock speeds, as well as "DC" clock speeds, so that would help, too.

But even so, that is one dated ballpark...

Technology wise, Apple shouldn't have much trouble making a $150 device that can do something like BF3 at 1080p30. The catch, though, is local storage. Those games are *big*. No way will people (or their ISPS!) put up with streaming them down every time they fire it up. And 128GB of SSD is not going to be compatible with that kind of price point.

It's time for Apple to decide what it wants aTV to be. :)
 
Yes, it was, and the point still stands. IB looks better than any game on the PSP, meaning it has surpassed the PSP in terms of eye candy. It doesn't matter if it is only 1 or 2 games. Those 1 or 2 games are selling extremely well showing that the demand is there, therefore putting pressure on the competition.

Wow I'm so impressed that iOS running on a dual core A5 @ 800mhz, 512mb ram, and a GPU running at 300mhz+ finally has one or two games that looks better than 5 year old PSP which runs on a 222mhz CPU w/32mb ram and 111mhz gpu.

360 graphics are on par with the PS3's graphics, thus the generation started 1 year earlier than the ps3's launch. The fact that they are 720p only makes mobile games closer since the console GPU's can't produce the graphics they use at a full 1080p resolution.

Closer to what? iphone resolution is 960x640, which isnt even close to 720p.

Pixel increase != better graphics. Compare Halo 2 (late xbox game) to perfect dark zero (xbox 360 launch game) for example. Not a whole lot better yet successive platforms.

When the increase is 3x, yes it does mean better. You think that pixel increase means there was no increase on geometry complexity? Compare Resistance Fall of Man to Halo 2 and try to tell me that the difference there is just marginal. LOL


Graphics is a bandwidth limited task so it is an apt metric. Gflops is a highly idealistic number that becomes less relevant and GPUs become more general purpose.

So pick something then. Whatever you pick, this console generation will destroy any current mobile GPU.

Bringing up Infinity Blade as some example of how awesome mobile graphics are is stupid. The game is on rails, renders like 2 relatively low poly characters on screen at a time and the environment very limited and is totally non interactive. The lighting is baked in and there is no game logic whatsoever.

IB is nothing more than a glorified interactive cut scene and isnt even in the same ballpark as Resistance Fall of Man which was a launch game for PS3 5 years ago.
 
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Wow I'm so impressed that iOS running on a dual core A5 @ 800mhz, 512mb ram, and a GPU running at 300mhz+ finally has one or two games that looks better than 5 year old PSP which runs on a 222mhz CPU w/32mb ram and 111mhz gpu.

So now you've gone from arguing the PSP's prowess to accepting my point? Also, using the word "finally" is a gross misunderstanding of where iOS game graphics are actually at. Infinity Blade 1/2 is just the best example. Rage and Rage HD are other examples of games that far surpass the standard set by the PSP. Otherwise, most games have visuals that are roughly equal to the PSP, but with significantly less development time (as reflected by prices 1/10 to 1/5 of PSP games). Examples are here: http://byterevel.com/2011/05/14/top-10-iphone-games-rpg-games/



Closer to what? iphone resolution is 960x640, which isnt even close to 720p.

It's 66% the number of pixels, so yes, it is close. In contrast, 720p is only 44% of the pixels of 1080p, so a iphone 4/s game at full resolution is closer to 720p on ps3 than 720p on ps3 is close to 1080p on ps3.



When the increase is 3x, yes it does mean better. You think that pixel increase means there was no increase on geometry complexity? Compare Resistance Fall of Man to Halo 2 and try to tell me that the difference there is just marginal. LOL

It's a necessary consequence of a higher number of pixels unless you want the geometries to look worse. My argument was that the best of the previous generation is not that far off from the mediocre from the successive generation. I wouldn't use Resistance as an example because it's meant to be a title that displays the capabilities of the console (although, Resistance has remarkably bland environments and textures). This better shows that stepping up a generation doesn't automatically make all the games a lot better visually.




So pick something then. Whatever you pick, this console generation will destroy any current mobile GPU.

Of course it will, by virtue of higher TDPs. What that doesn't erase is the fact that 1) mobile graphics are improving faster than console graphics, and 2) mobile graphics are iterating much faster than consoles (1 year versus 5+ year cycles)

Bringing up Infinity Blade as some example of how awesome mobile graphics are is stupid. The game is on rails, renders like 2 relatively low poly characters on screen at a time and the environment very limited and is totally non interactive. The lighting is baked in and there is no game logic whatsoever.

Which does not alter the perception of superior graphics. Also, it would be very hard for them to create a fully interactive game simply due to the lack of buttons and control interfaces. The limitations you describe are not simply because the horsepower isn't there.

IB is nothing more than a glorified interactive cut scene and isnt even in the same ballpark as Resistance Fall of Man which was a launch game for PS3 5 years ago.

Compare mobile games 5 years ago to console games 10 years ago. That's been my point the entire time.
 
So now you've gone from arguing the PSP's prowess to accepting my point? Also, using the word "finally" is a gross misunderstanding of where iOS game graphics are actually at. Infinity Blade 1/2 is just the best example. Rage and Rage HD are other examples of games that far surpass the standard set by the PSP. Otherwise, most games have visuals that are roughly equal to the PSP, but with significantly less development time (as reflected by prices 1/10 to 1/5 of PSP games). Examples are here: http://byterevel.com/2011/05/14/top-10-iphone-games-rpg-games/

Oh yes absolutely. iOS games have FINALLY caught up to games that are on a platform thats 5 years old and now considered dead. Way to go iOS gaming, what an achievement!!

It's 66% the number of pixels, so yes, it is close. In contrast, 720p is only 44% of the pixels of 1080p, so a iphone 4/s game at full resolution is closer to 720p on ps3 than 720p on ps3 is close to 1080p on ps3.

Since when is 66% of something considered close lol? And so what if 720p is 44% of 1080p? iOS still look like crap compared to consoles today. Will still look like crap when the current console generation ends, and will look like a massive pile of steaming crap when the new console generation starts in 2013.

It's a necessary consequence of a higher number of pixels unless you want the geometries to look worse. My argument was that the best of the previous generation is not that far off from the mediocre from the successive generation. I wouldn't use Resistance as an example because it's meant to be a title that displays the capabilities of the console (although, Resistance has remarkably bland environments and textures). This better shows that stepping up a generation doesn't automatically make all the games a lot better visually.

And What point is that supposed to prove? That bad looking games look bad? If you're going to make any meaningful comparison, you compare the best to the best.


Of course it will, by virtue of higher TDPs. What that doesn't erase is the fact that 1) mobile graphics are improving faster than console graphics, and 2) mobile graphics are iterating much faster than consoles (1 year versus 5+ year cycles)

Tell me something we dont know already. And despite iterating faster than consoles, iOS games still look like crap compared to 5 year old console hardware and just finally caught up to PSP. I'm so impressed.

Which does not alter the perception of superior graphics. Also, it would be very hard for them to create a fully interactive game simply due to the lack of buttons and control interfaces. The limitations you describe are not simply because the horsepower isn't there.

The only people who think iOS games have superior graphics to consoles are people who dont play games. You can do a driving game on an ipad. Do any ipad games look anywhere close to gran turismo or forza?



Compare mobile games 5 years ago to console games 10 years ago. That's been my point the entire time.

What the hell kind of stupid comparison is that? At no point ever in has a mobile game looked better than games from the current console generation.
 
You can do a driving game on an ipad. Do any ipad games look anywhere close to gran turismo or forza?
Supposedly Fire Mints Real Racing comes close. Although you have to point out that developers can't even tap iOS hardware because it tends to be a moving target.
Of course it will, by virtue of higher TDPs. What that doesn't erase is the fact that 1) mobile graphics are improving faster than console graphics, and 2) mobile graphics are iterating much faster than consoles (1 year versus 5+ year cycles)
Well, duh. If there is a new mobile device every year I would hope the graphics keep improving. But that comes with a cost. You don't get games that look like Big Little Planet, or Heavy Rain, or Uncharted 3. Consoles (espcially home consoles) have a cycle that they work through. Sega tried to accelerate the cycle and got pushed out of the hardware business (Sega 32X,Sega CD, Saturn debacle).
 
Oh yes absolutely. iOS games have FINALLY caught up to games that are on a platform thats 5 years old and now considered dead. Way to go iOS gaming, what an achievement!!

I'm talking about games that have clearly surpassed. iOS games equaled PSP games when the 3GS launched nearly 2 and half years ago.


Since when is 66% of something considered close lol? And so what if 720p is 44% of 1080p? iOS still look like crap compared to consoles today. Will still look like crap when the current console generation ends, and will look like a massive pile of steaming crap when the new console generation starts in 2013.

It doesn't matter how you define "close" (although generally more than half is a good start) because iphone games are closer in resolution to "most" ps3 games in your word than ps3 games are close to the 1080p standard.

In two years, the iphone will have gone through another two hardware iterations, will likely have some variant of a ImgTec Rogue core (which rivals Xenos/RSX in terms of power) and could very well have an unreal engine 4 game on it (just as Infinity Blade is UE3). You have to remember that iOS games are usually the same engine that powers current console generation games. That's never happened in handheld games.


And What point is that supposed to prove? That bad looking games look bad? If you're going to make any meaningful comparison, you compare the best to the best.

The best of the best do not define the overall look for a platform. You also have provided no logical basis for this standard.


Tell me something we dont know already. And despite iterating faster than consoles, iOS games still look like crap compared to 5 year old console hardware and just finally caught up to PSP. I'm so impressed.

Broken record. See my first reply.


The only people who think iOS games have superior graphics to consoles are people who dont play games. You can do a driving game on an ipad. Do any ipad games look anywhere close to gran turismo or forza?

Now you're inventing arguments. Nowhere has anyone talked about mobile graphics being superior to console graphics except you.

Also, as diamond pointed out, yes. http://www.youtube.com/watch?v=0kl_9Y3e0m0 Launched one year ago and has visuals similar to forza or gt as seen on xbox/ps2.

What the hell kind of stupid comparison is that? At no point ever in has a mobile game looked better than games from the current console generation.

One that compares progress over equal periods of time. Apparently that's too much for you to process. It's not even about comparing mobile games to console games. It's about games to older games from the same type of platform.

Well, duh. If there is a new mobile device every year I would hope the graphics keep improving. But that comes with a cost. You don't get games that look like Big Little Planet, or Heavy Rain, or Uncharted 3. Consoles (espcially home consoles) have a cycle that they work through. Sega tried to accelerate the cycle and got pushed out of the hardware business (Sega 32X,Sega CD, Saturn debacle).

Sega just tried to stay relevant and keep the dollars flowing in. Their overall long term strategy was poor. The Saturn was a 2D console that happened to be able to do 3D.

Also, the software development cycle is different than it was before. Middleware like the Unreal Engine, Havok Physics etc. allow games to be built up faster.
 
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