Screenshots and new iPhone size compatibility

I’m using Enterprise, and in XCode have LaunchImage and Icon assets with the three iPhone 6 images (Retina HD 5.5, Retina HD4.7 Portrait; and Retina HD 5.5 Landscape) populated with  PNGs as specified above (N.B.: my app starts and only runs landscape), and all of the icon images populated. I also specify a Launch Screen File for iOS 8.  

I can’t confirm 2 and 1 pixel bars as 1) the only phone that’s testing my betas is at a customer site, and 2) I’m not sure how to see those tiny black bars on a black phone.

-Tom

Prathap,

Regarding 1920x 1080: the post you refer talks about what happens if I render at 1920, I am thankful the Corona simulator has the “bug” reporting 1920. The XCode simulator shows 2203 but the actual device reports 1920, matching the Corona but not the XCode simulator.

Still not sure why it’s reporting 1920.

-Tom

@Tom

If you’re using Xcode 6’s new Launch Screen File, that should rule out the device not triggering “full resolution” mode on any device running iOS 8 as iOS should take care of that for you. As you’ve mentioned above the Xcode Simulator displays correct values (and I’ve seen the same in my own testing). So the question remains why the device is showing less resolution than it should.

I was hoping that the results from the Xcode Simulator would be more trustworthy, but that doesn’t seem to be the case. Unfortunately I won’t be able to get my hands on any of the iPhone 6’es in the near future as I live in “Samsung Land” (Korea). A release date has yet to be revealed…

I don’t remember, but I ran a test just now with the Xcode simulator and forcing the app into iPhone 5 mode and it still reported 1334 pixels, but the Xcode simulator is  a little funky…

As for the other thread on the size of the 6 Plus, I may have been mistaken.  Further testing is showing its a 1080x1920 device for Corona built apps.

Thanks Rob. This begs two questions:

  1. Why do our results differ from what the entire non-Corona world is reporting?

  2. Is the other shoe going to drop and we’ll suddenly see that number changing? 

-Tom

  1. The difference is UIKit vs. OpenGL, Metal, etc.  The Xcode simulator is assuming most native developers are using UIKit.  Most people reporting 1242x… are probably building using UIKit.  And for UIKit, Apple says its 1242x2208.  However for OpenGL, video players or other things that directly access the video card, you’re a 1080x1920 device.

  2. I would hope at some point the Xcode simulator would report the right value for OpenGL apps, but that’s on Apple.

Rob

@Rob

  1. So do we design our game assets for 1080 x 1920 instead of 1242 x 2208?

  2. Will iOS still upsample our 1080 x 1920 scene to 1242 x 2208 and then downsample it to 1242 x 2208 as mentioned in the other thread? If this is the case, does the scene still look sharp (as designed) or does it suffer from any blurriness (however slight it may be) because of the resizing processes?

You can take a screenshot of your app/game and import the screenshot on to a PC/Mac. If the screenshot has a colorful (non-black) background, then you should be able to see the black bars in an image viewer (or measure their width exactly in a graphics editor like Photoshop).

I understand if you don’t want to do this though since you’re deploying at the client’s site directly. I was just curious to find out what was going on under the hood since many of us don’t have access to the new devices yet.

@Prathap Murthy, as of now, I would say if you are specifically targeting the iPhone 6 plus, 1080x1920, but we would really respectfully request that you give Engineering some time to research best practices before you go down a path that will be difficult to come back from. 

I did a test with my son’s 6 plus and I drew two images, one designed for 1080px and one designed for 1242 and frankly there was no visible difference.  I suspect this is due to the 1242 being downsampled to the native 1080 by Corona not by the device.  This is why we need time to figure out the best practices.  iPhone 6 Plus’s have been hard to come by and we’ve only had ours for a few days.  We suspect Corona is going to render at 1080x1920 internally and that would be the Pixel Perfect size.  But again, I reiterate, give Engineering the time they need to figure this out.  We will have a whole host of recommendations on managing content areas as it’s not just the iPhone 6 plus creating confusion.

But all that said, unless you are targeting iPhones only and unless you are a glutten for punishment and want really big app bundles, you’re going to have to put up with some resampling along the way.  Your iPad Retina is 1536 x 2048.  If you’ve been using 320x480 as your content area for a while with @2x assets at 640px and @4x assets as 1280px, you are already dealing with that 1280 being resampled up to 1536px.  If you started with iPad friendly assets based on 1536px for the @4x and 768px for the @2x assets, and you’re running on a phone, you’re already down sampling.  Throw Android in the mix and you can see where having a dozen different versions of your assets are not practical (bundle size wise or your mental sanity wise).

Once Engineering has had time to figure out, we will have a blog post with our recommendations.  It won’t be this week.  This week’s is about the new iPhones, but it’s covering icons and launch images only (assuming Murphy’s law doesn’t kick in again).

Rob

Turns out, I’m a glutton for punishment. :slight_smile:

My current game is for iOS only and I’m designing different asset sets for each device to achieve pixel perfect rendering. One set for the iPhone 4/5 devices. iPad uses the iPhone 4/5 set for the most part but uses some specific tablet-sized images to make up for the height difference (640 vs 768). iPad 3 and above use a @2x image set. So there is no scaling/resampling going on. I was keen to follow the same approach for the new iPhone 6 devices and hence the questions about pixel perfect rendering.

Also, the current bundle size is quite small since the assets aren’t too big. So creating two additional sets for the new iPhone 6 devices will probably increase the bundle size by 2 MB, which is fine by me.

But I concur that my current approach will be impractical for many apps/games out there.

Thanks for the patient replies so far, Rob. I’ll look forward to the blog posts.

Okay, i actually released an update to one of my apps on the app-store, following the launch images recommendations in this thread.

It activates the iPhone 6 display, so it does not run in zoomed mode, that is all good.

One little issue i noticed though, is that the appstore do not mention the app as beeing compatible with iPhone 6.

Something must trigger the appstore to know, that the app is iPhone 6 compatible, but what it is i dont know.

Just a heads up for engineering, keep up the good work :slight_smile:

Cheers,

Tommy

I’ve been googling about and I’ve not found out what triggers it yet.

Did you provide new screen shots in the sizes of the new devices to iTunes Connect?

Rob

Yes new screenshots for all 4 screensizes, and an app-preview video for each as well.

Cheers,

Tommy

I’m starting to suspect it might be the new Xcode 6 “Launch Screen File” that may trigger this. I have a few apps waiting for review and a few have a Launch Screen File (without a UILaunchImages array) and another only has the launch screens for 6 / 6 Plus in a UILaunchImage array. It’s going to be interesting to see if this is the case.

(BTW. A Launch Image File can only be included if you have an Enterprise license since it requires access to the Xcode project)

@thassman

The popular iOS game Badland was recently visually optimized for iPhone 6 devices. But the ‘Compatibility’ section for that game in the app store doesn’t mention anything about iPhone 6 devices either. And I’m pretty sure they aren’t using Corona SDK for their game development. So this is an issue all iOS developers must be facing. I guess this too will be addressed in time.

Meanwhile, if you haven’t done it already, you can probably add the iPhone 6 compatibility note to your app description.

The popular iOS game Badland was recently visually optimized for iPhone 6 devices. But the ‘Compatibility’ section for that game in the app store doesn’t mention anything about iPhone 6 devices either.[…]

This is one of the reasons why I think it’s the new Launch Screen File that triggers this as I don’t think many developers/studios have starting using it yet.
 
It’s going to be interesting to see when my apps that use it have been approved.

The app I submitted (and which got approved) had a launch screen file and launch images for iPhone 6 (Portrait 4.7, Landscape & Portrait 5.5).  I don’t have any screenshots for iPhone6.

The App Description in App Store says optimized for iPhone 5.

I only have a Launch Screen File and no launch images. Let’s see if that makes a difference.

BTW. The Hulu app has managed to get Optimized for iPhone 6 and 6 Plus, so there’s something that triggers it. 

My Corona apps got approved today and they’re all indicated as “Compatible with iPhone 5, iPhone 6 and iPhone 6 Plus”.

These apps are compiled with Enterprise and *only* have a Launch Screen File. I do not use the UILaunchImages key at all which might be what makes the difference others are seeing with their approved apps.

I have one app still waiting for review that uses the UILaunchImages key. Let’s see what happens when it’s approved.

My app got approved today as well but I have not released yet. You can’t see this information in iTunes Connect can you? I’m not finding it anywhere.