2015 is being called the “adjustment year”for the Chinese mobile game industry. From the beginning of this year, “making competitive mobile games” and“refining and professionalization of theindustry” have become the keywords in breaking through the current cutthroat competition.
China’s Mobile Game Compatibility Test White Paper for the First Half of 2015 has been published with the intention to fully show the current situation and variation of China’s mobile game compatibility in the first half of 2015.
Some of the conclusions from the over 13,000 games tested for this report are:
· Over 50% of Chinese games are divided into two different genres
· An average game has 65 compatibility issues, compatibility issues have risen by 50%
· 54% of compatibility issues are startup failures, freezing, and apps crashing to the home screen
· Over 90% of Chinese mobile games require some internet connectivity
· Increase in compatibility issues with Android 5.0 and later
Chandigarh Call Girls Service ❤️🍑 9115573837 👄🫦Independent Escort Service Cha...
TestBird 2015 china's mobile game compatibility testing white paper q1 q2
1.
2. 2
Introduction
2015 is being called the “adjustment year” for the Chinese mobile game industry. From the
beginning of this year, “making competitive mobile games” and “refining and
professionalization of the industry” have become the key phrases for mobile game
industry to break through cutthroat competition. Looking from the list of game releases
before China’s largest convention, ChinaJoy, in August, competitive games like “Dream
Swims on The West” and “Hua Qian Gu” have ranked in many of the top 10 games in
popular marketplaces, proving that creation of competitive mobile games has become the
necessary move to prolong the lifecycle of mobile games.
As an important standard for competitive mobile games and other mobile games, what are
the compatibility problems going on in the first half of 2015?
China’s Mobile Game Compatibility Test White Paper for the First Half of 2015 (hereafter
referred to as the White Paper), was researched and written by National Mobile Game
Testing Center and TestBird, the largest mobile game cloud testing platform in the world,
was published with the intention to fully show the current situation and variation of China’s
mobile game compatibility games in the first half of 2015, deeply analyze the source of
compatibility problems affecting mobile game quality, and explore the way of quality
mobile games production. This is the second customized research of mobile game
compatibility problems within a year after China’s Mobile Game Compatibility Test White
Paper for 2015 was published in January of this year.
In the first half of 2015, TestBird has received explosive service growth. in over 6 months,
TestBird has tested 13,172 mobile games , finding 869,152 problems. in comparison with
last year, the number of samples being studied has enormously improved, allowing this
3. 3
version of the White Paper to share a deeper understanding on mobile development
problems compared with last year. At the same time, the new version of the White Paper
has followed the industrial changes, continuously gained industrial experience, modified
our analysis methods and enriched our content, such as adding an SDK test study and a
better log viewing and analysis methods study for the emphasis of developers who use
our services.
As the first pass before launching mobile game products, compatibility testing has drawn
more and more attention from developers with the development of the industry. Through
authentic data, deep study, and authorization from National Mobile Game Testing Center,
the White Paper continuously explores compatibility problems and analyzes the solution
to compatibility problems, helping the developers to create competitive mobile games and
promoting the development and maturity of the industry.
TestBird shares this report to everyone in the game industry in hopes to inform and
educate those interested in the Chinese game industry.
4. 4
Table of Contents
I. General ................................................................................................................................6
II. Tested Games Attributive Analysis.............................................................................6
III. Mobile Device Description .........................................................................................10
IV. Mobile Game Compatibility Analysis.......................................................................13
4.1 General....................................................................................................................13
4.2 TestBird Mobile Game Compatibility Problem Classification...........................13
4.3 Compatibility Analysis of Various Mobile Device Brands: Compatibility of
Mainstream Brands Is Better Than That of Non-mainstream Brands ..........................15
4.4 Compatibility Analysis of Various CPU Brands: Most Compatibility Problems
Occurred in Spreadtrum ......................................................................................................16
4.5 Compatibility Analysis of Each Game Engine: Most Compatibility Problems
Occurred in Custom Engines..............................................................................................17
4.6 Compatibility Analysis of Each Memory Size: Larger Memory Size have Less
Compatibility Problems........................................................................................................17
4.7 Compatibility Analysis of Various Android Versions: Compatibility Problems
of Versions 5.0 and 5.1 Need Attention.............................................................................18
4.8 Analysis of Various Compatibility Problems: Forced Stopping and Freezing
are the Main Problems ........................................................................................................19
4.8.1 TOP ISSUE - Game Forced Stopping.............................................................20
4.8.2 TOP ISSUE - Game Freezing Problems.........................................................23
4.8.3 TOP ISSUE - Startup Failure ............................................................................25
4.9 Compatibility Analysis of Various Games: Problems Occur Most in Fighting
Games....................................................................................................................................28
4.9.1 Fighting Games ..................................................................................................29
4.9.2 RPG......................................................................................................................29
4.9.3 Collectable Card Games ...................................................................................30
4.9.4 Strategy Games..................................................................................................31
4.9.5 Tower Defense Games ......................................................................................32
4.9.6 Virtual Breeding Games ....................................................................................33
4.9.7 Flight Shooter Games........................................................................................33
4.9.8 Sports Games .....................................................................................................34
4.9.9 Endless Runner Games ....................................................................................35
4.9.10 Chess and Poker Games................................................................................35
4.9.11 Elimination Games ...........................................................................................36
4.9.12 Puzzle Games ..................................................................................................37
V. Mobile Game Performance Analysis.........................................................................38
5.1 TestBird Mobile Game Performance Data Classification.................................38
5. 5
5.2 Analysis of Various Performance indexes..........................................................39
5.2.1 CPU Usage: highest usage in sports games, lowest in chess and poker
games. ...................................................................................................................................39
5.2.2 Startup Time Delay: maximum for sports games, minimum for tower
defense games. ....................................................................................................................41
5.2.3 Memory Usage: RPGs with Highest Memory Usage, and Chess and Poker
Games with Lowest Memory Usage..................................................................................42
5.2.4 Average Data Consumption: Maximum in Endless Runner Games and
Minimum in Tower Defense Games...................................................................................43
5.2.5 IO Waiting Rate: Higher IO Waiting Rate in Chess and Poker Games, and
Lower in Fighting Games....................................................................................................45
5.2.6 Average Temperature of Mobile Phones: Highest in Sports Games, and
Lowest in Chess and Poker Games..................................................................................46
5.3 Summary of Performance Data...........................................................................48
VI. Analysis of Payment Tests.........................................................................................48
VII. Safety Test Analysis ...................................................................................................50
7.1 Background of Mobile Game Safety Test...........................................................50
7.2 Main Safety Concerns for Mobile Games ..........................................................51
7.3 TestBird Professional Mobile Game Safety Test...............................................52
VIII. Multi-channel SDK Test ............................................................................................53
8.1 Background of Multi-channel SDK Test..............................................................53
8.2 Main Problems of Multi-channel SDK.................................................................53
8.3 TestBird Professional Multi-channel SDK Test for Mobile Games..................54
IX. Mobile Game Compatibility Test Log Q&A ............................................................55
X. Solutions .........................................................................................................................60
10.1 Solutions to Compatibility Problems.................................................................60
10.1.1 Solution to Installation Failure ........................................................................60
10.1.2 Solution to Startup Failure...............................................................................61
10.1.3 Solution to Forced Stopping ...........................................................................62
10.1.4 Solution to Freezing.........................................................................................62
10.1.5 Solution to Temporary Freezing.....................................................................63
10.1.6 Solution to Blank Game Screen.....................................................................64
10.1.7 Solution to UI Exception..................................................................................64
10.1.8 Solution to Data Exception..............................................................................65
10.1.9 Solution to Connection Exception..................................................................65
10.1.10 Solution to Program Exception ....................................................................65
10.2 Solution to Optimization of Performance indicators .......................................66
10.2.1 Solution to CPU Occupancy Optimization....................................................66
10.2.2 Solution to Memory Usage Optimization ......................................................66
10.2.3 Solution to IO Waiting Rate Optimization .....................................................66
10.2.4 Solution to Frame Rate Optimization ............................................................67
10.2.5 Solution to Temperature Optimization...........................................................67
10.2.6 Solution to Startup Time Delay Optimization................................................67
10.2.7 Solution of Data Optimization.........................................................................67
6. 6
The Mobile Game Comparability
Test in the First Half of 2015
I. General
In the first half of 2015, TestBird automated mobile games through their mobile test
platform. The platform has tested 13,172 games in a little over six months. Compared with
the situation in 2014, the mobile game market has changed tremendously. The national
mobile test center has offered services to more customers and the quantity of tested
games has increased enormously. Meanwhile, we have included more data and gained
more experience about mobile game compatibility testing, and continued to provide
reports to broad masses of mobile game developers, publishers and other channels,
hoping to share some experience and essential issues in the industry and creating more
high-quality mobile games together.
Report analysis data all come from national mobile game testing center using TestBird’s
mobile games automated mobile testing platform. The platform allows for automation of
game testing using real mobile devices in the lab.
II. Tested Games Attributive Analysis
In the first half of 2015, heavy mobile games (highly complex games including RPG,
fighting, and strategy genres) in mobile game market increased significantly. Among the
7. 7
games tested at TestBird in the first half of 2015, there has been a slight difference in
light/moderate/heavy mobile game distribution proportion, among which, the proportion of
heavy mobile games increased to 38%, ranking it at the top and is growing compared with
the proportion of heavy mobile games in 2014.
Figure 1 - Light/Moderate/Heavy Games Distribution
In the first half of 2015, moderate mobile games represented by collectable card games
still were popular with a proportion of 30%, while the heavy mobile games represented by
RPGs continued to enlarge, with a proportion of 22% following that of the moderate
mobile games. The proportion of both exceeds 50%, with an increase of 5 percent
compared with that in 2014.
Figure 2 - Distribution in Game Types
8. 8
In the first half of 2015, Cocos2D-X and Unity3D engines still dominated in the
mainstream market, accounting for 71% in those games tested by TestBird. Cocos2D-X
with a proportion of 38% was slightly ahead of Unity3D, and the proportion of custom
engines ranked third with 9%.
Figure 3 - Distribution in Game Engine Types
In the first half of 2015, game installation package size increased significantly, in which the
installation packages of 50-100MB accounted for 38%, and the installation packages
above 100MB accounted for 31%. Only 31% of installation packages were less than
50MB, a decrease of 8 percent compared with that in 2014.
Figure 4 - Distribution Size in Game installation Packages
9. 9
In the first half of 2015, among the games tested by TestBird, 90% of games needed
networking and only 10% games were single-player games needing no internet
connection. Among the games needing networking, over 70% were strongly networked
games, which indicated that there was a high requirement for a mobile or wireless network
to play the game properly.
Figure 5 - Games Networking Conditions
In the first half of 2015, TestBird found of the 11,960 networking games tested, that the
amount of data games were using for updates were mainly focused on either 20MB or
less and 20-50MB. in these games, only 12% of games did not need updating.
Figure 6 - Distribution in Networking Games Updating Data Sizes
10. 10
III. Mobile Device Description
The quantity of TestBird mobile devices in its lab has reached 2,120, covering most
countries and regions around the world, including Chinese Mainland, Hong Kong, Macao,
Taiwan, Southeast Asia, South Korea, Japan, the United States, Europe, Russia, etc. All
oversea mobile devices have built-in Google Play services, so they can connect to
overseas servers, providing overall compatibility and performance assessment for those
games launched overseas. With a coverage of 1.003 billion customers, we can account
for more than 95% of mainstream gaming customers. As to the type configurations,
TestBird has covered all versions of Android 2.0~6.0, almost covering all types of
resolutions, CPUs and memory.
With wider coverage, system versions of Android 4.0 and above have accounted for more
than 96%. Compared with the data in 2014, because of numerous new mobile devices
launched, the devices with system versions of Android 4.0 or less have decreased and the
devices with system versions of Android 5.0 and above have gradually increased.
Moreover, these devices with system versions of Android 5.0 and above also will
introduce compatibility problems, which will need special attention.
Figure 7 - Statistics in Operating System Versions
11. 11
For mobile chipsets, Qualcomm and Mediatek chips still dominated the market, though
game performance on the two brands also need special attention (we discuss this in 4.4).
They have accounted for 46.6% and 31.8% in all mobile devices, while Samsung, Marvell,
HiSilicon, Intel and other brands have formed the second echelon. Compared with that in
2004, it is found that Qualcomm chips have increased slightly; data of other
manufacturers almost have almost been level with the data in 2014.
Figure 8 - Statistics in CPU Brands
Mobile devices with 720p displays have increased steadily. 1080p has increased rapidly,
and the devices below 720P have entered recession period of market shares. Devices
with 720p ranking in the top place with a proportion of almost 36%. Because of the
numerous types and wide distribution of resolutions, adapting a game to multiple
resolutions as best as possible has become the essential means for reducing loss of
customers.
12. 12
Figure 9 - Resolution Statistics
Mobile devices with memory of 1GB and above have been a key growth in mobile game
adaption, while the devices with memory of 512MB and below have entered a recession
period. Among all devices maintained by TestBird, the proportion of devices with memory
of 1GB-3GB has reached 80%, which is in most mainstream products in the market. in
combination with the trend of 2015 in comparison with 2014, the devices with memory of
2GB have increased gradually, while the devices with memory of 512MB and below have
continued to decrease.
Figure 10 - Statistics in Mobile Device Memory
13. 13
IV. Mobile Game Compatibility Analysis
4.1 General
In the first half of 2015, TestBird tested 13,172 mobile games, finding 869,152
compatibility problems. According to our 300 device test (covering 95% of devices used in
China, 90% worldwide) for every mobile game, on average, 66 game compatibility
problems have been found with an average pass-rate of 78%. In comparison with 2014, it
has shown that mobile game compatibility problems have not improved, needing more
attention from game manufacturers. With intensifying competition of mobile games and
higher and higher user import costs, decreasing compatibility problems can effectively
reduce loss of user quantity, decrease game research and operating costs, improve
gameplay experience of players, and help in the chances of long-term survival for games
and game revenues.
4.2 TestBird Mobile Game Compatibility Problem
Classification
TestBird has deeply analyzed 869,152 compatibility problems, classifying them into ten
categories with definitions as follow:
Problem Types Definitions
Installation Failure Installation of game app on the phone fails.
14. 14
Startup Failure
Installation of game app is carried out successfully, but startup
fails or the game automatically exits immediately after startup.
Judgment criteria: After startup, check whether the game screen
is visible or not.
Game Force
Stopping
During the game, the game exits to home screen unexpectedly
because of a program crash. Judgment criteria: comprehensive
analysis of crash log and game screen.
Game Lockups
During the game, the operation of the game is not smooth and
screen locks up at times. Main cause of it is CPU or higher
memory usage, needing the developer to have better
optimization.
Game Freezing
Mobile phone system cannot operate normally, nor can accept
any input event, but game can be forced to the home screen. The
game triggers a mobile phone bug which leads to a system level
error that causes a system crash.
Game Blank Screen
The game cannot operate normally without an UI interface
displayed, but mobile phone system can operate normally.
Data Exception
Data interaction between game client and server is abnormal but
still connected. Mobile game and server interactive interface
design is not fully verified, leading to transmission of abnormal
data between server and mobile game.
UI Exception
UI interface display is in disorder. Main cause is resolution
difference or that logical code of the game’s scene change is
written incorrectly.
Game Connection
Exception
The reciprocal link to the server is abnormal. The reason usually
is that developers did not consider the abnormalities during
network programming or that the pressure is excessive, leading
to a server crash.
15. 15
Program Exception
Abnormalities or strange phenomenon occurs during the game
operation.
4.3 Compatibility Analysis of Various Mobile
Device Brands: Compatibility of Mainstream
Brands Is Better Than That of
Non-mainstream Brands
In the first half of 2015, TestBird has tested mobile games on 2,120 mobile devices,
accounting for 95% of mainstream mobile devices in the world. Through analyzing
869,152 compatibility problems and comparing quantity of compatibility problems of all
brands, it is found that the compatibility of mainstream brands is generally better than that
of non-mainstream brands. Compatibility problems of non-mainstream brands are very
serious, and failure rate of each game on each device (i.e. average incompatibility rate of
each game on each device) is as high as 21%.
Figure 11 - Failure Rate from Games on Mobile Devices of Each Brand
16. 16
4.4 Compatibility Analysis of Various CPU
Brands: Most Compatibility Problems
Occurred in Spreadtrum
In the first half of 2015, TestBird has tested 2,120 mobile devices, accounting for 95% of
mainstream devices in the world. Through analyzing 869,152 compatibility problems, it
has been found that the proportion of compatibility problems that are occurring in games,
has Spreadtrum being the largest among all CPU brands, accounting for 41%.
Compatibility problem detection rates of well-known CPU brands, Mediatek and
Qualcomm, are 19% and 20% respectively, while the compatibility problem detection rate
of HiSilicon is the lowest with only 12%.
Figure 12 - Compatibility Problem Detection Rate in Each CPU Brand
*Compatibility problem detection rate: i.e. the proportion of quantity of compatibility
problems in the total quantity of the brand.
17. 17
4.5 Compatibility Analysis of Each Game Engine:
Most Compatibility Problems Occurred in
Custom Engines
In the first half of 2015, TestBird has tested 2,120 mobile devices, accounting for 95% of
mainstream devices in the world. Through analyzing 869,152 compatibility problems, it
has been found that the proportions of compatibility problems in cocos2D-X and Unity3D
are 23% and 21% respectively, which perform better in comparison with the 27%
detection rate of compatibility problem in custom game engines.
Figure 13 - Compatibility Problem Detection Rate in Each Game Engine
4.6 Compatibility Analysis of Each Memory Size:
Larger Memory Size have Less Compatibility
Problems
In the first half of 2015, TestBird has tested 2,120 mobile devices, accounting for 98% of
mainstream devices in China. Through analyzing 869,152 compatibility problems, it has
been found with the larger memory size is, the lesser compatibility problems occur; the
compatibility problems with 256 MB memory occur the most, compatibility problem
18. 18
detection rate is as high as 60%, while the detection result of compatibility problems with
the devices with 1.5 GB, 2 GB, 3 GB memory being better.
Figure 14 - Compatibility Problem Detection Rates of Various Memory Size
4.7 Compatibility Analysis of Various Android
Versions: Compatibility Problems of
Versions 5.0 and 5.1 Need Attention
In the first half of 2015, TestBird has tested 2,120 mobile devices, accounting for 98% of
mainstream devices in China. Through analyzing 869,152 compatibility problems, it has
been found that compatibility of Android 4.4 is the best and the compatibility problem of
Android 2.X is the worst, which may be relevant to older Android 2.x system that exit the
market gradually and the indifference of most game developers to make their games
compatible with these systems. Except for Android 2.x, the detection rates of Android 4.0,
5.0 and 5.1 have respectively amounted to 32%, 39%, and 32%. Because Android 5.0
and 5.1 systems are relatively new, compatibility problems needs special attention from
game developers.