Dynamic Content Scaling methods and problems, help needed again...

Hi guys, I am very confused with dynamic content scaling techniques.
Help me one more time please to understand and choose the best one.

So if I understand correct, there are two general methods. (I am talking about iPhones)
METHOD 1. make all PNGs with size 960x640, then use (maximum size at this moment)

local myBg = display.newImageRect(“bg.png”, 640, 960)

and if running on older device, such as iPhone 3G/3GS with 320x480 screen, Corona will automatically scale my PNGs down. (based on scale = XXXX in config.lua)

[+] making only one png, easy.
[-] not as much universal, will not work in the future with bigger resolution screen devices
METHOD 2. make two different PNGs and use @2 suffix method, set up config.lua for suffixes and use

local myBg = display.newImageRect(“bg.png”, 320, 480)

and if running on newer devices, Corona will automatically choose bigger PNG with @2 suffix

[+] easy customizable for the future, just add new sized PNGs
[-] many PNGs, possibly bigger size

So which one is better in practice? [import]uid: 39634 topic_id: 26440 reply_id: 326440[/import]

Method 2 is better and “safer”. Yes, you increase your overall app footprint with the additional images at 2x and even 4x (iPad3) size, but they’ll look better and perform better (texture memory) on the corresponding device.

There probably won’t be any higher resolution iPhones in the future… I mean, how much sharper can they make it before it becomes fairly pointless. There is, however, already a much bigger screen with the iPad3 and there will certainly be more to follow from other manufacturers. Designing your apps to be future-proof is absolutely logical.

Brent Sorrentino
Ignis Design [import]uid: 9747 topic_id: 26440 reply_id: 107245[/import]

OK, Thank you very much!
I’ll use method 2 then :slight_smile: [import]uid: 39634 topic_id: 26440 reply_id: 107246[/import]