Anyone can use Stingray to create projects that run on Windows PC, iOS, Android, or in a web browser. If you're licensed by Sony as a PlayStation 4 developer, or by Microsoft as an Xbox One developer, you can also create projects for these consoles.
This page describes the models of mobile and VR devices and the web browsers that Stingray supports for deploying your projects.
NOTE: This page describes the requirements for playing back a project that you've already created and deployed using the Stingray editor. For the requirements you need in order to run the Stingray editor and create the project content, see System Requirements.
The Stingray engine only supports iOS devices compatible with Metal and OpenGL ES 3.0, as shown below:
Device Name | GPU |
---|---|
iPad Air 2 Wi-Fi iPad Air 2 Wi-Fi + Cellular |
Apple A8 GPU |
iPad mini 3 Wi-Fi iPad mini 3 Wi-Fi + Cellular |
Apple A7 GPU |
iPhone 6 and iPhone 6 Plus | Apple A8 GPU |
iPhone 5s | Apple A7 GPU |
iPad Air Wi-Fi iPad Air Wi-Fi + Cellular |
Apple A7 GPU |
iPad mini 2 Wi-Fi iPad mini 2 Wi-Fi + Cellular |
Apple A7 GPU |
The Stingray engine only supports iOS devices running iOS 9 .
In order to package iOS games from Windows, you need to run the Stingray iOS package server on a Mac. This package server is included in the Stingray installer. For details on finding and using it, see Get started on iOS.
Your Mac device must be using at least Mac OS X 10.10 (Yosemite) and must have Xcode 7 or 8 installed. Please download these from https://developer.apple.com/downloads.
We recommend you disable auto update on your Apple development machine.
The Stingray engine supports Android devices with Tegra K1 GPUs, the ARM Mali series of GPUs, or Qualcomm Adreno 330, Adreno 420, and Adreno 430 GPUs, such as:
Device Name | GPU |
---|---|
Samsung Galaxy 7 | Mali |
NVidia Shield Tablet | Tegra K1 |
Samsung Galaxy Tab Pro 8 | Adreno 330 |
Samsung Galaxy Note 4 | Adreno 420 |
Sony Experia Z3+ | Adreno 430 |
Important: These devices are listed as examples only. In some regions, these devices ship with different GPUs. Confirm that your target Android device uses the GPU you expect before trying to deploy your game. When you start Stingray, the device GPU brand is printed in the system log, but there are also various online resources or apps that can help you determine the GPU used in a specific device.
The Stingray engine officially supports only Android devices running version 5 or higher.
Devices running older versions may or may not work as expected.
HMD Device | Target Frame Rate | VR SDK Version |
---|---|---|
Oculus Dk2 | 75 fps | 1.13.0.0 |
Oculus Rift | 90 fps | 1.13.0.0 |
HTC Vive | 90 fps | 1.0.0 |
Note: The Oculus Remote and Oculus Touch Controller are supported.
Note: Stingray also supports Google Cardboard for iOS and Android, and Android Google Daydream with controller support.
If you plan to run your project in a browser, Stingray requires WebAssembly and WebGL 2.0 (including OpenGL ES 3.0 and GLSL 3.00), which are currently supported by Google Chrome (Version 57) and Mozilla Firefox (Version 52). (Both of these browsers support WebAssembly 1.0 and WebGL 2.0 by default, with no extra configuration required.)
See also Get started for the Web.
Stingray is built with the following set of libraries for its target platforms. You may need this information for compatibility.
Platform | IDE | SDK |
---|---|---|
Windows 32/64bit | Visual Studio 2015 with Update 3 & Patch KB3165756 | |
Android | Visual Studio 2015 with Update 3 & Patch KB3165756 | NVIDIA CodeWorks for Android 1R5 |
iOS | Xcode 7 or 8 | iOS SDK 9 |
PlayStation 4 | Visual Studio 2015 with Update 3 & Patch KB3165756 | ORBIS SDK 4.0 |
Xbox One | Visual Studio 2015 with Update 3 & Patch KB3165756 | XDK October 2016 QFE 2 |