pixelWidth reporting different things on simulator and on device

Hi,

When I run my app in the simulator with the iPhone 6 Plus preset I get these numbers:

pixelWidth: 1080 actualContentWidth: 800.4375 Scale factor: 1.3492621222769

but when I run the same app on the actual iPhone 6 Plus I get:

pixelWidth: 834 actualContentWidth: 800.21203613281 Scale factor: 1.0422237636295

This makes the simulator use @2x images and the actual phone use regular images.

What could be causing the problem?

My config.lua is:

local aspectRatio = display.pixelHeight / display.pixelWidth application = { &nbsp; content = { &nbsp; &nbsp;width = aspectRatio \> 1.5 and 800 or math.ceil( 1200 / aspectRatio ), &nbsp; &nbsp;height = aspectRatio \< 1.5 and 1200 or math.ceil( 800 \* aspectRatio ), &nbsp; &nbsp; scale = "letterBox", &nbsp; &nbsp; fps = 60, &nbsp; &nbsp;imageSuffix = { &nbsp; &nbsp; &nbsp; ["@2x"] = 1.3, &nbsp; &nbsp;}, }

Contacted support with this issue and they responded:
 
The reason the device is reporting a different pixel number is because it doesn’t know your app supports the higher iPhone 6+ resolutions. This is done for backward compatibility (from the iOS). You need to add the proper splash screens to enable that. http://coronalabs.com/blog/2014/10/07/tutorial-working-with-the-new-iphones/

The Corona Simulator doesn’t rely on the splash screens and returns the true pixel resolutions.

Contacted support with this issue and they responded:
 
The reason the device is reporting a different pixel number is because it doesn’t know your app supports the higher iPhone 6+ resolutions. This is done for backward compatibility (from the iOS). You need to add the proper splash screens to enable that. http://coronalabs.com/blog/2014/10/07/tutorial-working-with-the-new-iphones/

The Corona Simulator doesn’t rely on the splash screens and returns the true pixel resolutions.