I have an app in the App store to which I want to add #3x files. I read various posts but I am not sure how to proceed.
I read that coordinate space for the iPhone 6 plus is 414x736 points, (X3) that yields 1242x2208 pixels and not 1080x1920. Also I read that the iPhone 6+ will divide that by 1.15 before rendering to the display which will make it fit.
So lets say my App has a button image that is 44x44 pixels (the #2x file), then I should draw it as 44/2*3*1.15 to make it fit my 1242x2208 photoshop canvas. (/2 for points, times 3 for pixels *1.15 to overscale)
Now Apple documentation says #3x button need to have 66 pixels area, so that seems too small as it is not scaled up by 1.15.
This leads me to think my App canvas should be 1080x1920 which would avoid the iPhone having expensive rescale. So which is right? of course #3x would not be #3x.
Forget the 1.15 thing or actual screen resolution. Just scale up your '#2x' assets by a factor of 3/2, and name them '#3x'. The rest will be taken care of by iOS.
Check these links - how #3x image is works with 1080x1920 size..
http://aten.co/2014/09/12/designing-from-iphone-5-to-iphone-6-iphone-6-more-than-i-bargained-for/
You have to set images in image asset, so iOS automatically assign 2x & 3x images.. for different devices.
Related
I'm having a hard time putting all the information on image sizes for #1x, #2x, and #3x together. I've been using the scene editor in XCode with the scene size being 1334x750 (pixel dimensions of the screen of the iPhone 6). So when I size an image for a sprite in that scene, is that the size I should use for the #2x?
From what I've read in the documentation CGSize uses points, not pixels, so if I have an image that is CGSize(width: 50, height: 50), is this independent of my scene size in the scene editor?
Bottom line question: How does the CGSize dimensions translate to how I export my images for #1x, #2x, and #3x in pixels and what should the PPI be when I export?
Xcode can handle vector images, so you can forget about #2X and #3X images if you are able to export your images as PDF e.g. in Sketches export panel one of the options for export format is PDF, so create your artwork #1X and export as PDF, then in Xcode when you add the image to Assets.xcassets, you can set the images Scales attribute to Single Scale. Xcode will generate the required #2X and #3X images from your vector PDF at build time.
The concept is simple. The size in Storyboard or Interface Builder should be the size of you asset in #1x format.
The retina display ( or the iPhone 6+ #3x size ) does not mean than you have much space than before, it means that you can draw 2 ( or 3 ) pixels where you draw 1 before.
So for a 50x50 px Image View, cou should have 3 assets :
- Image#1x.png ( 50x50 px)
- Image#2x.png ( 100x100 px)
- Image#3x.png ( 150x150 px)
Suppose you have created an image in your assets library consisting of 3 sets of same image, #1x.png having size 50x50 pixels, #2x.png of size 100x100 pixels and #3x.png size 150x150 pixels.
you don't needs to worry about which one to use in your storyboard(because storyboard automatically using #1x.png), and which one to use for the targeted device like as iPhone6, or iphone7, or iPad(because by default programing all hardware finds out their pixels relative required image among those #1x.png, #2x.png and #3x.png)
for further instructions you needs to study Auto layout Programing Guide
you can also view their apple's tutorial videos regarding Auto layout.
mysteries of auto layout part1
mysteries of auto layout part2
#1x and #2x used to relate to the retina graphics change when iPhone 4 came out.
iPhone 3GS was 320x480, iPhone 4 was 640x960. This meant that the points per inch were literally the same, but the ppi was doubled, hence the #2x. When the iPhone 5 came out, the only thing that changed was the height, so the ppi was the same for the width, no problems here.
Then we hit the 6 and 6+. At this point, apple said screw it, try to keep ppi that correlate to previous iPhones without having keep the previous iphones usable area, or provide bigger screen pixels for bigger devices. Now #2x has lost its original meaning
But, to really throw us off, they made the iPhone SE, which went back to the ppi screen size of the iPhone 5, so #2x makes sense again.
Basically, when thinking of the #2x graphics, think about the 1st iPhone resolution size.
Now, you have a choice to make. You can give your apps more/less usable area, you can black box the extra usable area, or you can scale and take some kind of quality loss due to game pixels not being 1:1 with the screen pixels anymore.
The apple guides haven't helped me too much with this but I am starting to get serious about IOS development and was taken aback when I saw images go from #1x to #3x.
One source I found said they were based on sizes. For example:
If you are working on an inferred VC size and your image is 30x30 and you run that on a iPhone6 then your image should be 30x30 for #3x, 20x20 for #2x, and 10x10 for #1x.
Another source I said mentioned that it was based off the images resolution and not the size of the image.
Could someone clear this up for me and explain how to make sure my images look professional for all screens?
Thanks in advance!
When the first iPhone (and SDK) came out, all images were 1x (1 pixel of the image = 1 pixel of the screen), because that's all we had to care about. On that phone there were 166 horizontal or vertical pixels per inch (dpi). So to display an image that stretched from the left edge to the right edge, our image would need to be 320 wide (because that's what Apple told us - we didn't have to count pixels) by whatever height we wanted. Let's say 100 pixels tall. We'd name that image MyPhoto.png (because Apple told us the iPhone OS worked best with PNG images) and we'd display it.
When the iPhone 4 came out with the retina display, its retina display had 2 times the horizontal and 2 times the vertical resolution of the older phones. So now we needed higher resolution images to get the best looking interface. We were still displaying just a 2" wide image, but it would need twice the number of horizontal pixels and twice the number of vertical pixels (4 times the total number of pixels) to fill the same space. So now our image needs to be 640 pixels by 200 pixels. Since our app would still need to support the older phones as well as the new phones, we didn't want to just replace the old image with the new one. We needed a way to support both. So the old images kept the same name they had before (we didn't append "#1x") and the new images got the "#2x" filename extension to indicate they were twice the resolution. So we'd name this larger image MyPhoto#2x.png.
A common question is why not use just the higher resolution images on both old and new phones? With scaling, both appear to work great. The problem primarily is that the iPhone, especially the older phones, had very limited memory to work with. Using images that are 4 times larger than they need to be is really hard on that limited memory. That's why we had to have both 1x and 2x images in our apps.
For our sanity, we would still just use 1x while designing the interfaces. So screens remained 320 pixels wide in our code, even if we were going to display them on a retina display that was 640 pixels wide. If we wanted to draw a 1 pixel wide line on the retinal display, we'd make it half a pixel wide in our code.
With the larger screen of the iPhone 6 Plus, Apple had to pack even more pixels on the screen to maintain the high resolution customers came to expect. So now we're into 3x images. However, the iPhone 6 Plus doesn't really have three times the number of horizontal or vertical pixels. But again Apple has kept us sane by just asking us to supply "#3x" images, and it worries about scaling them down a bit on the device. As before, we still need to support smaller screen resolutions too, so we still include "#2x" and the 1x images in our apps.
So, to continue our example, the #3x image would need to be three times the width and height of the 1x image. So now we need a 960 wide by 300 pixel tall image. We'd name it MyPhoto#3x.png.
Notice that although I mentioned earlier something about a 166 dpi display, that's not really important when creating these images. In your photo editing app you don't really care if the image is 166 or 72 dpi or anything else. The only important part is the number of pixels in width and height of the final image we export.
So to answer your question (hopefully), you'll want to include all three of these images in your iPhone compatible apps. You can skip the #3x image for iPad-only apps, because there's no 3x screen yet for the iPad. But continue to think only in the 1x size when working in Interface Builder and code.
For example, now to display a 1 pixel wide line on the iPhone 6 Plus, you'd draw a 0.33 wide line rather than a 1 point line. Of course, you still want to support all of the other screen resolutions too, so you'd use code like this to set your line width:
let lineWidth = 1.0 / UIScreen.mainScreen().scale
This will give you 1.0 for the non-retinal iPhones, 0.5 for the iPhone 4, 5 & 6, and 0.33 for the iPhone 6 Plus.
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.
The designers on a project I am responsible for developing (one of my first iOS projects) designed the app using a Photoshop canvas set at 1242x2208 pixels, which is the number of pixels that the iPhone 6+ uses. I've scoured the internet and am just getting more and more confused by all the conversions for 1x, 2x, 3x and to further the confusion, apple downsizes to 1080x1920.
Anyways, how do I cut the assets correctly for #1x, #2x, #3x? When I crop the element I want, I save it out at 3x. But what do I divide by to get the 2x and 1x versions?
Here's secondary question and a hypothetical situation: There is a button that is designed to be the full width of the screen in portrait, so the designer made it 1242x100. If I save it out at 3x, then scale it down for 2 and 1x, will this button fit all the different screen sizes all the way down to iPhone 4/4s, which has a smaller pixel dimension and different aspect ratio?
Confused, any help appreciated!
Example:
If you original artwork is 960px by 1704px, just save you image including "#3x"
image#3x.png // (960 x 1704)
Then you have to resize it to 640x1136 and save including "2x"
image#2x.png // (640x1136)
And then you have to resize it to 320x568 and save as 1x
image.png // (320x568)
Indeed the Retina sizes are confusing, but this is what auto resize is used for in Xcode.
But The API which Apple give us, chooses the #3, #2 and 1 sizes by itself. There isn't anything that the developer/designer needs to do but provide all three images. An example is:
ObjC:
+ (NSImage *)imageNamed:(NSString *)name]
Swift:
init?(named name: String) -> NSImage
Would just use the name of the image without the # etc... So, myImageName#3x.png myImageName#2x.png myImageName.png would just be referred to as "myImageName"
The API handles the rest :)
I have had the same problem. What I did was, after cutting all images for iPhone 6+(#3x), I just resized the PSD to iPhone 5's width which is 640px, (height would be 1138 px if you keep aspect ratio) and cut #2x images. For the 1x images, again resized to 320px width.
Just, iPhone 6+, iPhone 6 and iPhone 5 have almost same aspect ratio.
Good Luck!
When i started working on my game app i didn't know i should create retina/non-retina #2x, #3x, #1x images. I just created the images with no #1x, #2x, #3x at the end of png file. So since my images are currently called image.png, it's considered a non-retina image i know now. Example is I made an image 25x35 in png. In Storyboards i decided to resize the image and i made it 35x40 because it looks better for iPhone5 than 25x35. My issue is even for 1x i'd have to re-create 40 images from scratch for #3x first and then use Prepo app to automatically downsize to #2x #1x scales. I tested my non-retina images on iPhone 4s/5/5s/6/6+ simulators and iPad 2, Air, Retina simulators and they all look the same and great, and app works well. No blurs or issues. Can I just use my image.png for Retina device as well? Would Apple allow this?
If this is an in-app image, and not the application icon, then yes, you can just use Any resolution image. You can use UIImageView and set contentMode on it to perform AspectFit, ensuring the image will be the same size on every screen type, and also will not get stretched.
myImageView.contentMode = UIViewContentModeScaleAspectFit;
Example: The simplest way to resize an UIImage?
This will preserve the aspect ratio of the image when fitting it to the image view container.
I would provide the image itself with the highest resolution required (#3x), but without #3x in the name, and let UIImageView scale it down to the required size for the other two resolutions.
There is a performance hit in doing this. If it doesn't degrade your scroll performance, go for it.
So basically: start with a high res image and scale down. Do not scale up a low res image, because it won't look crisp. And keep the same aspect ratio so it doesn't stretch.
You will not get rejected for doing this to in-app images.
If all of your assets have the #3x postfix then the App Store recognizes your app as being optimized for the iPhone 6 (together with correctly sized startup images or .xib / .storyboard). Using bigger images for non-retina or normal retina screen causes your RAM usage to increase and slightly taxes your GPU more but for simple apps this isn't a real concern.