@3x for iPhone6+ ?

LumpAppsLumpApps Member Posts: 2,881

Hi guys,

A question as the title says. Should I use images with a factor three for iPhone6 plus?
736X414 * 3 = 2208X1242

Comments

  • RPRP Member Posts: 1,990
    edited January 2015

    If it supports it, yup that should be fine. Building anything larger that would be all for not.

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408

    in my opinion, the easiest way to target all devices is start with the iPad project and just make sure all your artwork is @2x. That way it has the least scaling across all devices, and the slight scaling on the iPhone6+ is so small you really can't tell with the pixel density on the device.

  • LumpAppsLumpApps Member Posts: 2,881

    Thanks @jonmulcahy , I also found this (just now) suggesting otherwise. and confusing me more:
    http://forums.gamesalad.com/discussion/73348/notes-on-resolution-independence-on-0-12-x/p1

    I thought the old retina was @2x, legacy was @1x (well sorta) and now iPhone 6plus is @3x But this posts suggest otherwise or is to say the least confusing.

  • RPRP Member Posts: 1,990
    edited January 2015

    Your link is your conclusion.

    Yeah I already know of the site. errrm. See my post, I just edited it, apprently not fast enough. ;p

    Xcode supports it, Not sure how GS handles it importing those images @ 3x.

  • RPRP Member Posts: 1,990

    As @jonmyulcahy mention the difference between 2x and 3x is barely noticeable. You may just be fine @ 2x.

    Worst case, do a test build and adhoc it out and have a lookie see.

    I'd like to know myself.

  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    edited January 2015

    @LumpApps said:
    I thought the old retina was 2x, legacy was 1x (well sorta) and now iPhone 6plus is 3x But this posts suggest otherwise or is to say the least confusing.

    I'm with you on that point.

    So @jonmulcahy / @RP (if I can add to your thread, @LumpApps ) using 2x for all graphics for an app destined for iPhone6 and 6+ (as well as 5), won't get rejected by Apple?

  • LovejoyLovejoy Member Posts: 2,078

    @gyroscope said:
    So @jonmulcahy / @RP (if I can add to your thread, @LumpApps ) using 2x for all graphics for an app destined for iPhone6 and 6+) as well as 5, won't get rejected by Apple?

    Correct.

  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598

    Thanks, @Lovejoy :smile:

  • LovejoyLovejoy Member Posts: 2,078

    @gyroscope said:
    Thanks, Lovejoy :smile:

    Keep in mind we are starting with an iPad project thought. Don't forget that part!

  • LumpAppsLumpApps Member Posts: 2,881

    I have it @3x for iPhone6+ now, lets see what happens. (Needed to copy the images into the project file because GS doens't want big images... sigh)

  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598

    Sure thing, thanks - though for the record, personally, when I finally get around to publishing iPhone apps (mine to date have always been for the iPad) they won't be "universal" as such - they're going to be specifically for iPhones only.

  • LumpAppsLumpApps Member Posts: 2,881

    Thanks for the help all. Thought I was going crazy. I am but I'm not alone, thats good ;)

  • RPRP Member Posts: 1,990
    edited January 2015

    Guru just reminded me that the 3x resolution independence support was in fact released in the change log for SR 12.10

  • SocksSocks London, UK.Member Posts: 12,822

    @jonmulcahy said:
    in my opinion, the easiest way to target all devices is start with the iPad project and just make sure all your artwork is 2x. That way it has the least scaling across all devices, and the slight scaling on the iPhone6+ is so small you really can't tell with the pixel density on the device.

    +1

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