@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