Hello SteamGifts, I'm currently developing an app for Android 4.1+, and I'm using some gifs inside this app.

Most of the gifs are 1.5MB+ (Good quality), and there are about 110 of them. I'm trying to compress them (cutting frames, resizing, etc) and they reached about 1/3 of their original size, but lost a bit of quality.

My question is, Would you download a 200mb app with awesome quality or a 50mb app with not so good quality?

The gifs are important, but not necessary to the app.

8 years ago*

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Would you download a 200mb app with awesome quality or a 50mb app with not so good quality?

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200mb app with awesome quality
50mb app with not so good quality

First of all: Good luck with your App!. Secondly, I would like to ask if you know of any App out there that takes 200MB? Seems to much for an App, but I'm not really that much into the apps world. Whats it is your App about, can you share some words on it? :D

8 years ago
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Thanks!

It will only take 200MB because of the gifs. I could use Images, but then again, people wouldn't like it since there are other apps similar to mine that has gifs instead of the boring images.

I'm building a Dota 2 apps, the gifs are the heroes images (the same one displayed while you are ingame.)

8 years ago
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Maybe you could offer a high quality option and a low quality option.?

I would think the app itself would function the same so no harm done.?

Kinda like video games let you scale,but in this case you can let them chose to download which one.Though i wish games would offer 2 version of the games to download so if your hardware can not handle the higher stuff it would take up less space and take less time to download but maybe that just to much hassle lol

Anyhow back on topic...i voted i would download 200mb but the only thing about that is you should have an option if it is worth the download i would,but if not i would prefer the lesser.What i am saying is,it depends on how much it would impact the use of the app,i am not sure in this case it would be worth it being a app

8 years ago
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8 years ago
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Yeah, I thought so.

8 years ago
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*I said a stupid thing

8 years ago*
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Haha yeah I'm sure! Also, happy cake day :)

8 years ago
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Sorry, i got mb and gb mixed up. I feel really dumb now.

8 years ago
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Well I guess it depends on what that app will do. But honestly, I think that with todays tech progress, with all data packs, wifi and smartphones being small computers with big discs I would say go with 200mb and good quality.

I know nothing about making apps, but maybe, if this isn't hard, make two versions? One main (200mb) and one 'lite' (50mb) for people with older phones.

8 years ago
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It would be too confusing for people to download the right version. What I could do is use images instead of GIfs, but then again, people can say it's too boring.

8 years ago
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So how about giving them a choice? Is it possible to make an app, that on first start will ask people what 'version' they want? If no, I would stick with 200mb version.

8 years ago
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This is the first app I'm developing, I think it's not possible. But thanks for your opinion, I appreciate it!

8 years ago
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No problem :) I hope I could help, even a little ;)
Oh and please make a thread about your app when it will be finished. I'm not really a MOBA player but I would like to check how it will look :) Good luck!

8 years ago
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I will as soon as I get it done! Thanks for the support!

8 years ago
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50 mb app with not so good quality?
How not good is uncompressed than compressed version?

@edit: If the difference will not be too large (or very small), it suits me 50 mb

8 years ago
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https://www.dropbox.com/s/gc2uv19287mbeir/2015-08-10%2021.38.52.png?dl=0 this is the low quality version

https://www.dropbox.com/s/m81gx97n6m8cx5a/2015-08-10%2021.39.34.png?dl=0 this is the good quality version (extracted from the dota 2 archives.)

8 years ago
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Even though the higher quality one obviously looks better, there is no way I would download a 200mb app, dunno about other people though.

8 years ago
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If that's the difference in quality, I'd definitely opt for making the app 75% smaller.

8 years ago
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why do you use gifs instead of video files?
is it a limitation by the app or just for compatibility with devices?

8 years ago
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How can I turn a gif file into a video one? I'm new into developing apps.

8 years ago
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i don't know of standalone apps that do it but gfycat does it and the file size difference is extreme in most cases.

i'm unaware of compatibility issues with webm/mp4/other video files and codecs for mobile apps, but gfycat works pefectly in iOS.

btw, 50-200mb app doesn't make too much difference with the kind of storage new-ish phones have.

8 years ago*
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Thanks a lot bro! Will try that out!

8 years ago
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for an app, smaller is better IMHO
and dont forget that the app usability/info comes first rather than nice looking gif

8 years ago
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Yeah, but there are poeple that like good quality. I guess I can't make everyone happy. haha.

8 years ago
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yup, that's part of becomes a dveloper
just look at pool and it's also split into 2 user base

8 years ago
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Im in the 50 mb crowd the smaller the better especially if they are able to do the same/similar things
200 mb is reaching to the I would not even bother looking at number
Comparing the two pictures it is not worth the 4x size for a not so huge difference

It seems like the people here are fairly split on their views

8 years ago
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bro, app is all about funcionality.
I myself have some shitty look apps that totally do the work that most pretty ones doesn't...
why don't you add both versions? isn't the same script (outsider here)?
maybe you want to make a "addon" that you choose to install separately. (this is getting more and more common but to new funcionalities, not looking quality)

btw, I will analise which one runs better and do the job. my choice is based on these two criteria only.

8 years ago
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I see, someone up there told me to use video files instead of gifs. I'll try that and see how much space it would take.

8 years ago
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I believe you could get it to work both ways, by having the higher quality gifs as an optional download, and the lower quality as default. However, I don't know the environment you're working with, so it might be more difficult to implement than I think.

8 years ago
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I could do that, but then I need to host the images somewhere. Well, that's a good idea, thanks!

8 years ago
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A possible suggestion is you could just use a cycle system of images, for instance, you could use 5 different pictures that represent a hero (e.g. Doom) that automatically cycles. This keeps it somewhat less repetitive whilst keeping space low. Do take this comment with a pinch of salt, since I'm not really answering the question x)

8 years ago
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That could be a possible solution if my gif idea fails, thanks!

8 years ago
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GIF is inefficient, use something better such as webm.

8 years ago
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Do you have any idea how to implement webm into an app? I can't find it anywhere on the internet.

8 years ago
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Any browser would do that.

Yes, you can implement simple browser in the APK, just to utilize native Android's webview for playing things.

8 years ago
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That's awesome. I'll search the web to find a tutorial about it.

8 years ago
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It depends on the platform. For my PCs I wouldn't hesitate about the size. For the phones or tablet, it would need to be one awesome app to justify the size. Please clarify which platform this app is for...

8 years ago
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Android 4.1+

8 years ago
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Thanks, I voted now.

You might want to mention platform in the OP...

8 years ago
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SuperDuperApp 50MB
SuperDuperApp HD 200MB

OR

SuperDuperApp 50MB with option to download higher res graphics in-app

My 2c :)

8 years ago
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Awesome, thanks for your opinion!

8 years ago
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