Image size

Hallo!

Which size should I choose to support as many different devices as possible? 

After all its easier to scale down without losing quality, right?

Thanks!

Guten Tag,

I generally tell folks to choose either the iPhone 5 or the iPhone 6 (smaller one) as their design resolution.

You can downscale and upscale from there and still look good in the extreme cases.  You will however, some old android devices will present an issue if you have any textures with a dimension over 2048 on a side.

  • Bitte

My 2 cents - I just make my images 1080x1920 or 1920x1080 depending on landscape or portrait. In my experience it looks good on smaller and slightly larger devices. 

One of the reasons we have support multiple image sizes is because loading a 1920x1080 image on an iPhone 4 is going to eat up a ton of texture memory.  That 1920x1080 is actually 2048 x 2048 x 4 bytes of memory. The next power of 2 value greater than 1920 and 1080 is in both cases 2048. We have 4 channel images (Red, Green, Blue, Alpha).  That’s 16 megabytes of memory for one 1920x1080 image. The iPhone 4 has 512MB of memory of which probably only 100MB of memory is available to you (perhaps less). That one image took 1/6th of  your memory. Then the GPU has to scale it down which takes processing time.

I recommend following our basic best practices and provide @4x graphics targeted at large screen sizes, @2x graphics targeted at mid-screen sizes and unpostfixed 1x graphics for smaller screens then use display.newImageRect() so it will be smart about which image it uses.

Rob

Thanks for your answers.

So, if I create an 1440x2280 Image, and scale it down to 720x1140 and 380x570 everything should be ok? 

Mori

Edit:landscape

Yes

Guten Tag,

I generally tell folks to choose either the iPhone 5 or the iPhone 6 (smaller one) as their design resolution.

You can downscale and upscale from there and still look good in the extreme cases.  You will however, some old android devices will present an issue if you have any textures with a dimension over 2048 on a side.

  • Bitte

My 2 cents - I just make my images 1080x1920 or 1920x1080 depending on landscape or portrait. In my experience it looks good on smaller and slightly larger devices. 

One of the reasons we have support multiple image sizes is because loading a 1920x1080 image on an iPhone 4 is going to eat up a ton of texture memory.  That 1920x1080 is actually 2048 x 2048 x 4 bytes of memory. The next power of 2 value greater than 1920 and 1080 is in both cases 2048. We have 4 channel images (Red, Green, Blue, Alpha).  That’s 16 megabytes of memory for one 1920x1080 image. The iPhone 4 has 512MB of memory of which probably only 100MB of memory is available to you (perhaps less). That one image took 1/6th of  your memory. Then the GPU has to scale it down which takes processing time.

I recommend following our basic best practices and provide @4x graphics targeted at large screen sizes, @2x graphics targeted at mid-screen sizes and unpostfixed 1x graphics for smaller screens then use display.newImageRect() so it will be smart about which image it uses.

Rob

Thanks for your answers.

So, if I create an 1440x2280 Image, and scale it down to 720x1140 and 380x570 everything should be ok? 

Mori

Edit:landscape

Yes