I understand what you’re saying. But does that mean that right now there’s no supported consumer android device capable of running your mobile temple demo with a steady, high fps? Then what about IOS? Does iPhone 5S or iPad Air run the demo with good performance?
What sort of performance gain will we see when Qualcomm releases the driver? Will the demo run well on the Nexus5, or just slightly better than with the stock drivers?
The reason for me to ask all these questions is because the added level of realism and visual fidelity in UE4 compared to Unity really seems to come at a high price right now.
To use mobile HDR with temporal antialiasing and all the other effects that are in the temple demo inside an actual game, what range of devices should I target? Devices present right now, devices being released later this year, or next year or…?
Will subsequent performance gains for android and IOS depend mostly on you (optimizing drivers) or on advances in hardware?
The mobile demo is aimed for higher-end devices, like Tegra K1. However, I suggest you do your benchmarking tests based on the free mobile RTS sample game that you can download from the marketplace. Deploy that game to your devices and test.
You can watch a quick video capture from that game here: http://www.youtube.com/watch?v=oNmrz_ZeLBc