iOS iPAD launch PNG image 5MB too big - ios

the launch image is 1536x2048. it shows as 5MB in my folder. (launch image cannot use jpg.)
After I create IPA file, and open the IPA file package contents. I find my launch image size to be 5.2MB.
How do I reduce this SIZE????
I use imageOptim to reduce png from 5bm to 2mb. But xcode build option "compress png" actually undo that work. If I disable png compression, does it noticeably affect anything in my app?
Even 2MB is still too big. How can I reduce the final png inside IPA to be smaller? like 1MB max? Without sacraficing image quality?
Doesn't make any sense just a PNG launch image would force my app to be size 2MB already.

Well, I found a similar question : How to reduce filesize of gradient PNG?
And a service who providades that kind of service (minimize the size of your png file) https://tinypng.com/
Edit
And finally a question like yours:
iOS: how to reduce size of large PNG files

https://tinypng.com/
this does lossy compression pretty well for launch image there is no noticable difference.
It reduces 5MB file down to 1MB

Related

jpg or png for user profile pictures?

My app requires that each user has a profile picture of around 140*140px. Right now I am using jpgs, I am wondering if performance wise it will be better to use pngs. I read pngs are good for small UI elements and images, jpg for large images with detail such as photos. Obviously my profile pics are photos but they are small. Would it make much difference switching to png? Thanks
JPEG is best for small file sizes of photos, even for low resolutions.
PNG makes sense when there are many pixels of the exact same color next to each other. This is not the case with photos.
These should be helpful for you.
When to use PNG or JPG in iPhone development?
PNG vs. GIF vs. JPEG vs. SVG - When best to use?
Apple optimizes PNG images that are included in your iPhone app bundle. In fact, the iPhone uses a special encoding in which the color bytes are optimized for the hardware. XCode handles this special encoding for you when you build your project. So, you do see additional benefits to using PNG's on an iPhone other than their size consideration. For this reason it is definitely recommended to use PNG's for any images that appear as part of the interface (in a table view, labels, etc).
As for displaying a full screen image such as a photograph you may still reap benefits with PNG's since they are non-lossy and the visual quality should be better than a JPG not to mention resource usage with decoding the image. You may need to decrease the quality of your JPG's in order to see a real benefit in file size but then you are displaying non-optimal images.
File size is certainly a factor but there are other considerations at play as well when choosing an image format.

reducing my ios application size

I am developing my first app (iOS universal app), I want to reduce my app's size because it contains many images (png files) and sounds(mp3 files).
So my problem is:
How can I reduce the size of my app (images and sounds)?
Thanks!
Images:
Only include the basics in your app bundle (i.e. app icons, launch image, and possibly images for the first page)
Use Parse (or any other similar service) to download any additional images after the app is downloaded.
This approach will significantly decrease the size of your app but also let you pull down additional image files as needed.
Sounds:
What is the type of sounds files you're using? .caf files are incredibly large. Using .aifc files are just as good quality (to my untrained ear at least) and takes up significantly less space
Depends, compress png images to jpeg usually reduce app size, there are also image optimizers that compress pngs. If your images are part of the UI, tile them or stretch them really helps you in reduce app size and also memory usage. The image asset function in Xcode 5 helps in you in create resizable images.
For sounds the concept are pretty close to images, use compressed file audio as eckyzero said.
If your sounds and images aren't part of the UI but resources, you can make the app download them from the internet at first launch.

Large sizes in iOS Universal apps due to a million images

Ok, I have a universal app, which means it has to have an iPhone non-retina launch image, retina image, and iPhone 5+ size retina image. It also has to have non-retina iPad launch for portrait and landscape, retina for portrait and landscape, and then alternate versions as well with slight changes to dimensions. For example, on iPad I have to have a 768 x 1024 and a 768 x 1004. With 8 images required just for the iPad launch image, the file size of my app is huge, as each iPad launch image is between 1.5MB and 5MB. Any suggestions for how I can keep the size down, since it is only high due to large launch images?
Here is what I mean by all the images required for iPad. 8 images???
What you can do to reduce the size greatly is provide jpeg images instead of png. Yeah, I know, Apple asks for png, but you can submit an app with jpg images (I did this for my iPad app).
Use Preview to open the images. save them as JPEGs with a really low quality - or experiment with the quality setting. You will be amazed at how nice a really compressed JPG image can look.
Oh, your launch time might increase by a few milliseconds due to Apple translating the jpg to png during launch.
My experience was submitting when iOS5 was out, so its possible that not using PNG will be a blocker with iOS7. However, I even have a solution if that is needed. Do as I suggest - save the images as highly compressed jpg images first. Then convert THOSE images to pngs - the jpg compression done first should make it easier for png to compress the those images, reducing the size.
There are several PNG "crushers" - programs to reduce PNG size - that work great. Just make sure that you unselect the option to have Xcode "reduce the PNG sizes" - since it actually increases their size!

Compress app packge

I have an app that have a LOT of images (some are in jpeg, others in PNG).
This image must be in bundle because the app need to run offline.
I tried to zip the images but does not make much diference.
I was thinking in compressing the images, but since they have different types will be a lot of work do decode then beside they can't lost quality.
My app has 300mb.
Any ideas ?
EDIT
Those images are from are downloaded by a script, my app have an embed sqlite (make by a script too) mapping then.
Most of then are pictures with 600x600 approach.
JPEG and PNG images are already compressed. Trying to compress them further won't help significantly; it'll just make your application more complicated, and make it take longer to display the images.
Converting PNG images to JPEG, where appropriate, or compressing JPEG images at a lower quality setting, may save you a considerable amount of space.

Compressing a PNG for use with CIFilter

I have an iPhone app that overlays an image over a view created by a XIB, using CIFilter CIHardLightBlendMode. The view is 1000x1000 pixels, and I want to maintain that size until the end. This makes the image files about 1 MB as a png, if there is any complexity.
I've tried using JPGs, but it doesn't overlay the image onto the view on a device (it works on the simulator). I've tried compressing the PNGs, but they get garbled when they get overlaid over the view (they look identical to the full quality ones until they are overlaid). Also, when XCode re-compresses the PNGs to the special iOS version, the compression size savings are lost.
I really would like to compress the files somewhat, but I'm not sure what will work with CIFilter. Any tips?
Thanks to this article - Clever PNG Optimization Techniques - I found a trick that reduced the file size.
Posterization reduced the file size from 1.3 MB to 458 KB (and 326 KB after XCode optimization!). This is a huge savings. My photos (textures) can be heavily posterized, so I'm not sure that this will work quite as well in other situations.
If you are interested in a new approach that reduces compressed image file size, I have created and iOS framework that compresses PNG images into a more compact form called PNGSquared. It is somewhat like the posterization approach, but you have more control over quality.

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