@piotrz55, I think most people would rationally want to support the widest range of devices possible, but there comes a time when you have to cut the cord on older technology to move forward. For example in the web development world, many people felt they had to support IE 6 (there are some holdouts today…) but after a few brave folks decided to drop support, more and more followed suit when the found that it really didn’t impact them and by loosing support for something old, they were able to move their website’s forward… a lot… Today even IE7 is rarely supported and many shops are dropping support for IE8. It seems when you get to the 1%-5% market, it’s time to sever the old technology.
If you think about it in terms purely of content area and you want to hold on to the 320x480 grid, that means that on a retina iPhone when you move something by one point you’re actually moving it 2 pixels. In otherwords with a content area of 320x480 and player.x = 10, it’s really 20 pixels to the right of the left edge. When you do player.x = player.x + 1, Corona has to compute that and make it a 2 pixel move. Now scale this to a retina iPad. It becomes x = x + 4. That player.x = 10 is really at pixel 40. That 60 fps smooth animation you want is held back because everything moves by 4 pixels at a time on retina iPads and other HD devices.
But the beauty of this is it’s your choice. You can stick with 320x480 and 3 different sized graphics if you want. It’s not wrong by any stretch of the imagination.