what max texture size to target? (for sprite sheets)

What max texture size are people targeting currently?  That is I am wondering whether to either:

a) stick to 1024x1024 for the older phones, or just jump to:

b) 2048x2048

I suppose questions are:

Q1 - What percentage of devices would 2048x2048 cover these days?  e.g. >95%?

Q2 - If I use 2048x2048 how bad exactly would the app behave on an iPhone 3G say?  Would it crash, or just be slower?

Info I have re max sprite sheet size is: 

 * 1024x1024 for older iphone, 2048x2048 for iphone4 and 5.

* also note the sizes:  http://hellomobiledevworld.blogspot.com/2011/09/sprite-sheets-and-maximum-texture-size.html

There’s a system.getInfo() call that returns the max texture size for the device; you could use it to target both with a slight penalty in application size.

I *think* the oversize texture would “gracefully” downsample to the max if you were to overdrive a 3G, for instance. I may have experimented with that about a year ago. Give it a shot. 

However, it’s probably worth noting that the 3Gs is the oldest phone you can target with current Corona/Xcode builds, so if it really does support a 2048x2048 texture size, the question is mostly moot.

ok thanks - I think I shall stick to 2048x2048 then - I’m also assuming that for the smaller phone they load the smaller PNG sprite sheets (dynamically) anyway too…(i.e. higher res versions would only load for devices that should typically cater for them)

There’s a system.getInfo() call that returns the max texture size for the device; you could use it to target both with a slight penalty in application size.

I *think* the oversize texture would “gracefully” downsample to the max if you were to overdrive a 3G, for instance. I may have experimented with that about a year ago. Give it a shot. 

However, it’s probably worth noting that the 3Gs is the oldest phone you can target with current Corona/Xcode builds, so if it really does support a 2048x2048 texture size, the question is mostly moot.

ok thanks - I think I shall stick to 2048x2048 then - I’m also assuming that for the smaller phone they load the smaller PNG sprite sheets (dynamically) anyway too…(i.e. higher res versions would only load for devices that should typically cater for them)