Why do some images look awful on Android?

Killing me.   Most of my textures look great on Android, others horrible.    All look great on IOS.

Similar sizes, shapes, transparency, gradients, etc, all rendered from Inkscape the same way.    The bad ones look grainy, pixelated almost.    I haven’t as of yet determined what’s different between the bad and good ones.  

Anybody got hints/tips/tricks for rendering images for Android?

are you using different sizes of textures depending on the resolution of the device its running on? I had this problem with some android devices that they were displaying the lower res one when they should display the high res ones. I had the imagesuffix set up wrong in the config.lua file.

Yes, using 1.5, 2, 3, and 4 times the size.   95% look great, just a few outliers that look like they’re not loading the right image.   

Should have mentioned that these are sprite sheets.    All of them, not just the bad ones.    

content = { width = 320, height = 480, scale = "letterbox", imageSuffix = { ["@15x"] = 1.5, ["@2x"] = 2, ["@3x"] = 3, ["@4x"] = 4, } },

and what are the resolution of the devices that you have the issue with?

Using a Galaxy Tab 2, 7.0.   Specs say 600x1024.   The display.imageSuffix used is 1.5.

Should textures be rendered at powers of 2 dimensions?    Or have even-numbered dimensions?  

I thought the even-numbered thing might be important, but one of the ones that looks great as a @15x frame size of 63x63, and one of the bad ones is 120x120.   Another good one has a frame size of 99x165.

Grasping at straws.  

Fixed a few by simple resizing them.   Some still look worse than most, but better than before.   Seems a sprite sheet with frames that have one even and one odd dimension don’t do well.    

Not so sure about the spritesheets and how they work with odd dimension and such. But if its so that you only have problems with some of your graphics that might be it. Else have yo tried setting it up so it will use the @2x instead to see if that makes it look better? maybe by setting the @2x to 1.85 or stomething so that for this device it will be chosen instead of the 1.5.

I set it up so the 4x would be displayed and it still didn’t look as good as others.   I’m happy with the fixes I made now and am moving on.  May circle back later and try to improve.   Too many levels to develop to get bogged down here.  Thanks for the input and help.

are you using different sizes of textures depending on the resolution of the device its running on? I had this problem with some android devices that they were displaying the lower res one when they should display the high res ones. I had the imagesuffix set up wrong in the config.lua file.

Yes, using 1.5, 2, 3, and 4 times the size.   95% look great, just a few outliers that look like they’re not loading the right image.   

Should have mentioned that these are sprite sheets.    All of them, not just the bad ones.    

content = { width = 320, height = 480, scale = "letterbox", imageSuffix = { ["@15x"] = 1.5, ["@2x"] = 2, ["@3x"] = 3, ["@4x"] = 4, } },

and what are the resolution of the devices that you have the issue with?

Using a Galaxy Tab 2, 7.0.   Specs say 600x1024.   The display.imageSuffix used is 1.5.

Should textures be rendered at powers of 2 dimensions?    Or have even-numbered dimensions?  

I thought the even-numbered thing might be important, but one of the ones that looks great as a @15x frame size of 63x63, and one of the bad ones is 120x120.   Another good one has a frame size of 99x165.

Grasping at straws.  

Fixed a few by simple resizing them.   Some still look worse than most, but better than before.   Seems a sprite sheet with frames that have one even and one odd dimension don’t do well.    

Not so sure about the spritesheets and how they work with odd dimension and such. But if its so that you only have problems with some of your graphics that might be it. Else have yo tried setting it up so it will use the @2x instead to see if that makes it look better? maybe by setting the @2x to 1.85 or stomething so that for this device it will be chosen instead of the 1.5.

I set it up so the 4x would be displayed and it still didn’t look as good as others.   I’m happy with the fixes I made now and am moving on.  May circle back later and try to improve.   Too many levels to develop to get bogged down here.  Thanks for the input and help.