Universal binary graphics confusion

imGuaimGua Member Posts: 1,089
I just found out that when I run my game on the iPad 2, it's using low res version's of the graphics (the one that are made by GS for the non-ratina devices like iPhone 3). But In my case that is not appropriate at all. Can I force it to use high res versions of the graphics for the iPad's with non retina display?

Comments

  • JarrenHJarrenH Member Posts: 206
    Do you mean when you run an iPhone game in 2x that it appears blurry? That's the standard for all iPhone apps on iPad 2.
  • ShmirlyWhirlShmirlyWhirl Member Posts: 189
    The iPad 2 doesn't have retina display.

    I would suggest unchecking Resolution Independence, but then you won't get the two versions of the images.

    Someone else might have a better solution.
  • gamesfuagamesfua Member Posts: 723
    @imgua what everyone has said here is correct. iPad 4 has retina. The ipads before it don't. So its going to use the low res graphics.
  • Vectrex71Vectrex71 Member Posts: 3
    @imgua what everyone has said here is correct. iPad 4 has retina. The ipads before it don't. So its going to use the low res graphics.
    Aehmm, no :-) the iPad3 has also a retina Display !
  • imGuaimGua Member Posts: 1,089
    @ShmirlyWhirl, will apple be ok with that? As I understand this will lead to a horrible performance on iPhone 3, iPhone 3 GS. Can I somehow restrict those devices to be able to buy my game on the AppStore?
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited April 2013
    First off if your making a universal build which means it will run on both iPad and iPhone by Apple's new standard all your graphics need to be iPad size 2x which is retina size for iPad. And then universal publishing will scale those images down all the way to iPhone. A universal app is not needed for an iPhone only game just publish as regular iPhone. You need to start with an iPad build not the other way around. Universal is meant for scaling down not up.
  • imGuaimGua Member Posts: 1,089
    edited May 2013
    Alright forget about iPad. I would really like to get answers to those questions.

    1. If I uncheck resolution independence in iPhone 5 project, fps on the non-ratina devices will be lower, right?

    2. Can I somehow restrict non-ratina devices in iPhone & iPod Touch series to be able to buy my game?

    3. Will Apple be ok with the project where there is no set of graphics for non ratina devices (RI unchecked)?
  • JSprojectJSproject Member Posts: 730
    edited May 2013
    "1. If I uncheck resolution independence.."
    If you do that then Apple will not approve your app, effective from today
    (yes, all projects made with GS requires the Resolution Independence setting active from now on - thus you need to design your graphics at 2x the resolution).
    2. You can write in the app description which devices that you don't support.
    3. See 1.
  • imGuaimGua Member Posts: 1,089
    @js.ios.game,

    1. All my graphics is already 2x resolution. So the question remains.
    2. That's the only way?
    3. So will Apple be ok if my game will have set of only high res graphics? (since RI will be unchecked GS will not create low res versions of the images).
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