3rd gen is a 3GS so it's a good one, it's the slowest armv7 in the family but because it doesn't have to power a retina screen it's not that far off the 4g touch, sort of.
Worth owning imo, I still need to test my game out on a 3gs.
I am exporting to a 3rd Gen ipod touch and ipad2, covering the high and low end of the spectrum. But I am having a hell of a time getting a decent framerate on the 3rdGen touch. A lot of my code was based on counters and animation frames, so things go bad when framerate drops.
With respect, you do not believe that today and we should aim at least iPhone 4 and iPad1.
In March we have a safe iPad 3 with more memory and otherwise Apple it gives in their own apps warning that can scratch on devices like the iTouch 4 and iPad1, which only have 256 MB RAM.
Sorry my english!
@Diablohead: If you are referring to changing the Optimization to (-0s), then yes I tried it. It showed no improvement. I also tried turning on vsynch and saw no improvement either. On the bright side, the ipad2 runs my app with no issues at all (aside from random crashes, which I have no idea what is causing them). Unfortunately, I want this app to be available to the widest audience possible.
My wife has on old itouch 2nd generation device which is great to test on. MMF on the whole runs great and it's handy to spot areas of slow down that you can try to optimise. It depends upon what you are making, but it is better to make sure your game works its best on as many devices as possible, especially if there is not a reason not to.
The most important aspect to consider when cutting the memory usage of your games is to make sure your sprites dont have alot of animation frames, the more they have, the more memory it uses, and music and sound effects can affect it