<instructions>Your goal is to analyze the following comment and estimate how highly it will be upvoted by the Hacker News community.</instructions><comment><author>JosephLark</author><text>The exact same thing stuck out to me as well. Mostly because they had to start the article with this sentence:&lt;p&gt;&amp;gt; With more than two billion active devices, Android is the largest mobile platform in the world.&lt;p&gt;So they&amp;#x27;ll get it onto 5% of active devices, or one in every twenty. Not great, perhaps not even good.&lt;p&gt;I&amp;#x27;ve not been a fan of android fragmentation for awhile now, and have been surprised that Google hasn&amp;#x27;t been able to do more to attack the issue. Even when Treble launched, I asked myself... is that all? Rock and hard place I guess.&lt;p&gt;I actively avoid android devices because of the issue. My last android device was a tablet in 2011.</text><parent_chain><item><author>objclxt</author><text>&amp;gt; ARCore will run on millions of devices, starting today with the Pixel and Samsung’s S8, running 7.0 Nougat and above. We’re targeting 100 million devices at the end of the preview.&lt;p&gt;That&amp;#x27;s...not great? For comparison, ARKit on iOS is going to support 400 million devices at launch (very rough numbers: ARKit runs on any new iPhone Apple&amp;#x27;s released over the past two years - iPhone 6S&amp;#x2F;SE&amp;#x2F;7 - and they sell over 200 million a year). Hardware fragmentation is a tough problem to solve.</text></item></parent_chain></comment><story><title>ARCore: Augmented reality at Android scale</title><url>https://www.blog.google/products/google-vr/arcore-augmented-reality-android-scale/</url></story>
<instructions>Your goal is to analyze the following comment and estimate how highly it will be upvoted by the Hacker News community.</instructions><comment><author>dep_b</author><text>I think it runs on every A9 (iPhone 6S) powered phone and tablet or newer. So more or less every iOS device sold since 2015&amp;#x2F;2016.&lt;p&gt;Yeah and fragmentation in Android versions is pretty bad. Also the quality of the underlying hardware might be not as consistent as in iOS devices. It relies on a lot of sensors to get it right, not just raw CPU power and a nice camera.</text><parent_chain><item><author>objclxt</author><text>&amp;gt; ARCore will run on millions of devices, starting today with the Pixel and Samsung’s S8, running 7.0 Nougat and above. We’re targeting 100 million devices at the end of the preview.&lt;p&gt;That&amp;#x27;s...not great? For comparison, ARKit on iOS is going to support 400 million devices at launch (very rough numbers: ARKit runs on any new iPhone Apple&amp;#x27;s released over the past two years - iPhone 6S&amp;#x2F;SE&amp;#x2F;7 - and they sell over 200 million a year). Hardware fragmentation is a tough problem to solve.</text></item></parent_chain></comment><story><title>ARCore: Augmented reality at Android scale</title><url>https://www.blog.google/products/google-vr/arcore-augmented-reality-android-scale/</url></story>