I have a question about the ANR and the supposely "punishement" that comes 
with it if you are above the threshold. I have had a few games available in 
the store for a few years now and they all have/had around 1% ANR (above 
the limit) mainly due to Admob. I never had an issue with the number of 
downloads or being featured in categories. I even went up to 15k-20k 
downloads/day for a while on one of my games with 1% ANR (all other vital 
metrics are quite perfect though). 

A year ago I was able to go below the 0.47% mark by manually removing the 
problematic devices (quite a big task to do). But I did not see any change 
in my organic download/ranking/featured. So I just put back the devices 
(and I went back above the 0.47% mark and did not see an impact as well on 
the ranking/download). Recently I just did the same again but this time by 
removing all devices android 8.1 to 11 that have 1 gig of RAM and less 
(those seems to be the culprit). I went at around 0.3% (below threshold). 
After a month of being below threshold, I did not see any change in my 
ranking or download (actually, my downloads went quite down...)

So my question is... Did anyone actually notice a difference by being above 
or below the mark? Are we trying hard(and losing users/getting complain 
that the game is not available on their devices etc) by trying to go below 
the mark but in fact it does nothing at all? (Maybe the "You will get 
punished if you are above the limit" is just a soft way to have developers 
improve the quality of their games but they never really used it to 
un-promote or affect the organic algorithm? I could not find anything on 
the web with a real example where people noticed something. Since this ANR 
issue is pretty common to a lot of developers, maybe they never really 
implemented the "punishment" for this metric?

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