I have read countless reference sites but cannot find a simple answer.
I wish to have a bmp graphic on the screen and willing to have multiple versions so as to satisfy all screen sizes and resolutions. What sizes do I put into;
iPhone 1x, 2x, Retina 4 2x 3x?
iPad 1x, 2x?
If anyone refers me to this site http://www.iosres.com/ it seems to be of no help to me as graphics still appear as the incorrect size, often oversized, sometimes bordered.
Heres a nice handy reference for IOS screen resolution sizes.
You can get a high res PDF copy at the link below
http://www.paintcodeapp.com/news/ultimate-guide-to-iphone-resolutions
Related
I am working on designing a universal (iPhone, iPad) application, this app is portrait only, and I want the application show some fullscreen images to users.
I edited my images size for (iPhone) like this in 1x=> 320*480px and 2x=> 750*1334px and for 3x=>1125*2436px.
now I am designing the app for different iPads. I searched a lot to find whats the best sizes for 1x and 2x and maybe 3x iPads but I couldn't find any exact pixels which I should choose for my images. its very important for me to show images with high quality and no and no stretch.
my question is what sizes in pixel should I choose for my images to shown in iPads perfectly.(full screen and portrait).
Appreciate any help.
In my app I am using images of size 155*155pts so I am supplying it with an image of 310*310px resolution. I know that I can use image.png image#2x.png and image#3x.png and then [UIImage imageNamed: image] to select the image appropriate for the resolution. My question is do I really need to include a lower resolution version of size 155*155px, won't the UIImageView it's displayed in just scale it appropriately? A similar question for the iphone6+, if I don't include the #3x version will it just use the #2x and display it as clearly as a standard retina screen would?
Even though there are plenty of answers at SO discussing this topic
(Google them) e.g. How to handle image scale on all the available iPhone resolutions?
Its just a recommendation to to use scaled up images with #2x and #3x in your app. You don't have to create them. From my experience in making apps, in almost all of them I have never used multiple images. I create one UIImage and use it for all the phone sizes. I then either use auto layout or manually adjust the width height of UIImages myself.
There is a reason I do that is lets say one of your sample1.png image is 1MB then you will need to create 3 of them.
sample1.png
sample1#2x.png
sample1#3x.png
You just doubled or tripled your binary size which is bad for downloads. There always be users running non-retina devices and it would be shame to not support them. Can you only make retina enabled apps, of course you can and Apple will approve those as they will be testing your apps on the latest devices but the best approach is to support all devices.
It depends, if you only support non-retina devices you don´t have to add the normal image size anymore.
The scaling for the 6+ works with the #2x images but i guess you will see a quality difference
I'm building an app that designers only gave me one canvas size for (9x16 aspect ratio at 1242x2208). I started an app that doesn't fully leverage the iPhone 6+'s screen space. Instead, all devices will use the same layout and assets. I did this by removing the #3x launch screen image. The goal is to use the same point system for all devices (320x568 - including for iPhone 4S - the 320x568 will be in a scroll view to fit all the content since the app is designed for 9x16 aspect and the 4S is not).
With that said, for simplicity of the question, lets say I have a full screen image (320x568 points). What are the 3 necessary pixel resolutions I need for 1x, 2x, and 3x?
When I use an app like Prepo that takes a 3x image and scales it down to 2x and 1x automatically for me, this is what happens:
I add a 3x asset at 1242x2208. It spits out:
#2x with px dimensions of 828x1472
#1x with px dimensions of 414x736
That doesn't seem right to me, but then again the whole iOS retina resolutions thing confuses me quite a bit. Shouldn't the 1x resolution end up being 320x568?
It may be that you are mentally confusing apples with oranges. Let's say you have an app that is to run on both iPhone 4s and iPhone 6 Plus (the extremes). Then you have two concerns:
Resolution. The 4s screen has 2 pixels per point, while the 6 Plus screen has 3 pixels per point. Images must come in a 3x size for the 6 Plus and a 2x size for the 4s in order to look good on both screens. This is something that the Asset Catalog will help you with.
Layout. The two screens have different sizes and different proportions. Things will need to grow and shrink in order to fit nicely and look good on both. This is something that Auto Layout (constraints) will help you with.
The two things are both involved where images are to be displayed on the screen, but in two different ways. You will have different resolution images, and they will be displayed in differently sized UIImageViews that adjust the image's display size.
is it not enough to supply just 3x resolution image (e.g for a view or button) in Xcode so that it looks good on iPhone 5,6,and 6plus devices
( i.e leaving 1x and 2x in an image set blank )
My reasoning is that 1x image may look blurry on 6 plus but 3x image should look fine on 5
Basically i am asking so that i can communicate the same to my graphic designer and he should be fine with supplying a singe size rather than three sizes for all images
This got asked and answered many times regarding 2x assets, and the answer hasn't really changed (but it's hard to track down duplicate questions when I'm posting from my phone).
If you ship assets with a higher scale factor than the target device, they will display just fine. But downscaling them in real time has performance costs—they use more memory, they take longer to upload to the GPU, they take GPU time to render. Some of these costs are trivial, others aren't. (Remember, a 2x image is 4x the data of a 1x one, and a 3x image is 2.25x the data of a 2x one.) And they add up for every image in your app.
Most importantly, the devices with lower scale factors are the ones with less CPU/GPU/memory resources to spend on downscaling.
So, what to do? Well, if you don't want to have your artist deal with multiple scale factors, just order the 3x artwork and scale it yourself in Photoshop (or heck, even Preview) before you ship. It might not look as nice as if your artist tweaked it for each size, but it'll look about as good as real-time scaling without the run-time performance costs.
Or, with Xcode 6, you can put a PDF in your asset catalog, and Xcode will automatically generate PNGs for each size at build time. (This is an Xcode feature, not an iOS one, so it works even if you're targeting iOS 7.)
The problem with this idea is that in iOS 8 the iphone 4S is still supported and it has a different aspect ratio than every other iPhone. It renders at 320x480 at 2x so creating images to fit this wouldn't look grainy. The other 3 screen sizes would work if you go with the 3x scale which would be 1920x1080 for every page and just downscale the size for the 4in and 4.7in screens. You will likely need 2 story boards for the app (one for 3.5in and then the other for the 3 other screen sizes). Auto-sizing wouldn't really work in this case unless you changed the image of the UIImage because it would have a shortened length while maintaining the same width.
EDIT: changed the iPhone 6+ screen size to account for the 1.15x down scaling
and changed the rendering factor to match the comment below
I got non retina graphics from a graphic designer to use with an app. The splash screen has a resolution of 400x640. And yet I am supposed to make a universal iphone 5 and ipad app using this graphics. It is in a .jpg file.
My question is, is it possible to use such low resolution images (400x640) on a retina iPad which requires 1536x2048 pixel images? Or should I get images of proper resolution?
You can see on the Apple's developer page that you must meet some graphic requirements for you app. If it's possible to ask for proper resolutions I believe it would be the best.
You can find more information here to pass it to your graphic designer
You can also read here more exactly what is required and what not if you want to get your app in the store
The aspect ratios of the images are different for a start.
Also, IIRC, if you don't have a default image that is 568 points tall, then your app will run letterboxed on 4 inch phone screens.