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We bought a successful app, loaded it with extras and watched it fail

20 pointsby razinalmost 6 years ago

3 comments

nesadialmost 6 years ago
Interesting mini-experiment. I feel like it's missing a step or two between 3 and 99. You might also do this with more than one app with similar activity and beginning sizes, and only measure the change from one increase.
pixelbathalmost 6 years ago
Unless your app has most of its content <i>contained within the app</i>, I can&#x27;t even imagine how you get to the mindset in thinking 100MB for a phone app is normal.<p>Looking at their breakdown of the Olympic app, I can see using some of that space for media since you don&#x27;t want to pull all the images over-the-air every time, but 16 MB just for fonts? How do fonts take up more space than the embedded video?<p>The only apps I&#x27;ve downloaded that broke 30 MB or so have all been games that use local textures and geometry (and likely came from Unity). If I see an app which isn&#x27;t a game taking over maybe 30 MB, it&#x27;s an instant cancellation for me. I think mobile developers can afford to spend a little more effort on optimization instead of pretending it&#x27;s another platform with limitless resources.
carydalmost 6 years ago
What a completely out-of-touch and borderline unethical experiment.
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