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