Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

iOS and MacOS / iOS Developers: Minimum Resolution You Should Design For

Author
Message
anwserman
11
Years of Service
User Offline
Joined: 20th May 2011
Location: Wisconsin
Posted: 8th Feb 2012 08:18 Edited at: 2nd Apr 2012 11:14
Apple is forcing it's 3rd Party developers to start submitting screenshots in it's 'Retina Display' resolution, which is 960x640. This likely means that they are dropping support for the iPhone 3GS and other older devices soon.

So, save yourself time and energy by switching your project over to 960x640 resolution immediately, instead of using 480x320.


NEW EDIT (APRIL 2, 2012):
I just wanted to throw this out there about the iPhone and iPad resolutions.

iPhone 3GS and earlier: 480x320 pixels
iPhone 4 and later: 960x640 pixels
iPod Touch 3rd Gen and earlier: 480x320 pixels
iPod Touch 4th Gen and later: 960x640 pixels
iPad 2 and earlier: 1024x768 pixels
iPad 3 and later: 2048x1536 pixels

Having ran my Water app - designed for 480x320pixels - on a Retina Display iPad 3, I have to say that it looked a little blurry, but still relatively decent (I turned min/max filtering to nearest neighbor).

Having ran my Caves of Isna app - designed for 960x640pixels - on a Retina Display iPad 3, it looked clear and sharp, with no graphical degradation (I turned min/max filtering to nearest neighbor).

If targeting all iOS devices:
Develop with 480x320 in mind. The first iPod Touch's and iPhones don't have the processing power and memory to handle high resolution graphics. The app will look a little fuzzy on new devices, but still workable.

If targeting current iOS devices:
Develop with 960x640 in mind. The iPhone 3GS has enough horsepower and memory to handle rendering a scene at 960x640. This resolution will look great on all other devices with and without Retina Display support.

If targeting future iOS devices:
Develop with 1920x1280 in mind. This will scale down perfectly on the iPhone 4 and 4S, iPod Touch 4th gen, and will look great on all iPads. It's not exactly Retina display resolution for the iPad, but it's close enough. It will still look fantastic

Could this become a sticky?

Hi there. My name is Dug. I have just met you, and I love you.
Ancient Lady
Valued Member
18
Years of Service
User Offline
Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 10th Feb 2012 16:43
Thank you very much for this heads up!

I have just started working with AppGameKit and appreciate this information as very timely (before creating lots of 480x320 images).

Cheers!
Ancient Lady

Cheers,
Ancient Lady
xGEKKOx
AGK Master
13
Years of Service
User Offline
Joined: 7th Dec 2008
Location: Italy
Posted: 17th Feb 2012 10:54
Until old device are present, they must support the old resolution.
So don't mind.
But start from the next project to use the new res.

iPhone/iPad Games : Street Karate Fighter - 90s VideoPokers Simulator - Arkanold
MikeMax
AGK Academic Backer
10
Years of Service
User Offline
Joined: 13th Dec 2011
Location: Paris
Posted: 17th Feb 2012 11:27
It's not a real problem for AppGameKit : Thanks to Virtual Resolution
anwserman
11
Years of Service
User Offline
Joined: 20th May 2011
Location: Wisconsin
Posted: 18th Feb 2012 11:56
Quote: "Until old device are present, they must support the old resolution.
So don't mind.
But start from the next project to use the new res. "

MikeMax is correct, ff you design your app at 960x640 (which you should do) AppGameKit will scale it down to the right resolution for the device.

My app is 960x640 and runs fine on my 3GS =) Plus, it looks great on other devices too!

Hi there. My name is Dug. I have just met you, and I love you.
gsdblack
10
Years of Service
User Offline
Joined: 6th Dec 2011
Location:
Posted: 2nd Mar 2012 05:38
Couldn't you use?

width = agk::GetDeviceWidth ( );
height = agk::GetDeviceHeight ( );
agk::SetDisplayAspect(height/width);
anwserman
11
Years of Service
User Offline
Joined: 20th May 2011
Location: Wisconsin
Posted: 2nd Apr 2012 10:59 Edited at: 2nd Apr 2012 11:15
Quote: "Couldn't you use?

width = agk::GetDeviceWidth ( );
height = agk::GetDeviceHeight ( );
agk::SetDisplayAspect(height/width);"


Both yes and no.

Yes:
-Because this technically will use the device's native resolution for programming
-This works great for those using the percentage system

No:
-Not everyone wants to code in Tier 2
-If you're programming for high-resolution screens (like the new Retina displays), you need to make sure your assets are in a higher-resolution format. Developing your app for 480x320 could deliver very nasty results if it is stretched onto the new iPad display (2048x1536)

Hi there. My name is Dug. I have just met you, and I love you.

Login to post a reply

Server time is: 2022-10-04 10:29:30
Your offset time is: 2022-10-04 10:29:30