Alternative Retina Solution?

Hey guys,

i just had a quick thought about working with the different iPhone resolutions.

Until now i used newImageRect and had a picture.png and a picture@2x.png

Works fine so far… but what if i put all my objects in a display group and that groups width and height i divide by 2 in the end? So in the code i work with an imaginary 480x640 field which ends up like the usual 320x480. -> HD at iPhone4(S), normal on older devices, one png file for each graphic.

  • reduced app size
  • easier graphic workflow (only one resolution needed)

What do you think about it?
Do you know if this method is critical for older devices because it has to handle the larger graphics?

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As you mentioned, this method is *not* recommended for older devices as the higher resolution resources would be using 4x the amount of texture memory as the lower resolution images.

If you do it this way and test on an older device, depending on how much stuff is moving around, and how important framerate is in your game, it’s likely you’ll notice right away.

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ok, that makes sense :slight_smile: thanks! [import]uid: 67150 topic_id: 17731 reply_id: 67680[/import]

@Kev23
We made 3 games this way. For us, it works fine on all Apple devices, except iPhone 3G due to low fps. Imho it’s better to drop iphone 3G support, than have to manage 2x image files. [import]uid: 9058 topic_id: 17731 reply_id: 67686[/import]