first rule is: you can use any content size you want, and don’t let anyone tell you different. 
fe, there’s no dif between someone who runs 320x480 content size and provides @1 and @2 images, versus someone who runs 640x960 content size with @half and @1 images - the scaling math works out identically. extend that analogy fractionally to other dimensions and you’ll see it’s really just a matter of setting the right scale factors for your images, the actual RANGE of the content coordinate system is arbitrary.
i like to define my content width = 480 (assuming portrait) then set content height by aspect ratio (similar to what the “modernizing” article does, except that it’ll (potentially) expand width also, where I hold width constant so only have to size for letterboxing on the long axis), so anywhere from 480x640 to 480x854 (given current device aspect ratios ranging approx from 4:3 to 16:9). this let’s my @1 images fit nearly perfectly within 512x1024, and @2’s in 1024x2048. (a 320x? device would downsize the @1 images, which would look fine, but i honestly don’t care about such devices anyway)
but that’s just me, personal preference.
you could work at 960, and do @half/@1 and it’d be the same as mine. or you could work at 640 width, and just use the above newImageRect() trick to stretch 512x images into it. or work at 800 width, stretching 1024x images into them so you have more downsample than upsample through your range (which generally looks “better”)
hth