Resolution Independence required?

Are we required to turn on resolution independence before publishing to the app store? My game looks blurry on ipads when RI is checked and I also don't want to inflate the file size by 2X when publishing :s

Comments

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408

    how does it look when you have RI turned on?

    blurry artwork is usually related to RI or images not properly sized for their actors.

  • supafly129supafly129 Member Posts: 454
    edited January 2015

    @jonmulcahy‌ it looks fine on the iphone 5/6, but when turned on it's blurry on the ipad. all of my images are double the size of the iphone 5 actors.

    im hoping i wouldnt have to make images 4X the size of the actors just to get it to look right on the ipad, because wouldn't that just exponentially inflate the file size and slow down performance on the iphone?

  • supafly129supafly129 Member Posts: 454

    so im assuming RI is required for app approval on the App Store (no exceptions)?

  • SocksSocks London, UK.Member Posts: 12,822

    @supafly129 said:
    so im assuming RI is required for app approval on the App Store (no exceptions)?

    I doubt it (although I'm happy to be corrected).

    For example if you were making a game just for Retina iPads (3, 4, Air, Air2) you would have no need to switch RI on.

  • supafly129supafly129 Member Posts: 454

    Thanks @Socks‌, I browsed the forums earlier but doesn't look like there's a clear cut answer regarding this. Since i'm building a Universal iOS game, I'd hate to have to redo all of my images if RI is indeed required for approval

  • colandercolander Member Posts: 1,610

    I created a game some time ago in the iPhone 5 platform and 2x'ed all my images left RI unchecked and it looks good on all devices including first generation iPads.

    I never 4x images I just don't see the need and it bloats the file size and strains the processor. You may as well go to a bigger platform and 2x your images at least you will be working in a larger environment (Which is easier to develop in) with more pixels to fine tune your game.

  • supafly129supafly129 Member Posts: 454

    @colander‌ ditto, RI is unchecked right now and my game looks great on all devices..i'm just worried that when I finally do publish my game and leave RI unchecked, that the app store will reject it. Are you saying that you were able to publish your game on the App Store with RI unchecked?

  • colandercolander Member Posts: 1,610

    Yes. Apple only require 2x for retina devices so GS gives you the option of reducing them to 2/3 size for non retina devices and 1/3 size for legacy devices like iPhone 3 and original iPod. That's all RI does and you don't have to use it it is up to you to decide. This may not be exactly correct but it is a close description you can google for more info or email support.

  • ChunkypixelsChunkypixels Member Posts: 1,114
    edited January 2015

    I built my 2 recent games as Universal iOS apps using iPad resolution, without RI, and the games look good on all devices... and it meant less hassle.

    Its as much about how good your individual graphics are, as anything else, as to how good they'll look when put on the different devices. If you have well produced graphics, with good antialiasing on the edges etc and they're built for iPad, they should stand up to scrutiny on the larger screen devices too. People can get a bit anal sometimes regarding the different resolutions :)

    Both of my apps were approved on the Appstore without any hassle on their first submission.. so its safe to say Apple don't demand you have 2x or 3x graphics.

  • As_Of_LatteAs_Of_Latte Member, BASIC Posts: 343

    If I were to design a background image for the iPad to fit edge to edge of the screen, and want the same background image to also scale down properly (without borders) for devices like iPhone 6 Plus to the iPhone 4s, what dimensions/resolution would you guys recommend?

    I've heard that 2048x1536 at 264 resolution would work? But is this correct for scalability? I've even read that resolution doesn't matter as much as the proper dimensions...

    Help a brotha out! Thanks!!

  • As_Of_LatteAs_Of_Latte Member, BASIC Posts: 343

    PS: Should all actors dimensions be divisible by 4? What if I made an actor 100x100 to fit the scene better...Is that really such a bad thing?

  • SocksSocks London, UK.Member Posts: 12,822
    edited January 2015

    @AsOfLatte said:
    If I were to design a background image for the iPad to fit edge to edge of the screen, and want the same background image to also scale down properly (without borders) for devices like iPhone 6 Plus to the iPhone 4s, what dimensions/resolution would you guys recommend?

    There is no such thing as an image that can fit two differing aspect ratios without some kind of compromise, either cropping, squashing or letter boxing.

    So . . . the best compromise - for a universal app - seems to be to work at iPad resolution (which is a 4:3 aspect ratio) and adapt that for 16:9 devices appropriately.

    @AsOfLatte said:
    I've heard that 2048x1536 at 264 resolution would work?

    2048 x 1536 pixels is the correct resolution for a fullscreen Retina iPad image. The resolution is irrelevant as we already know the absolute pixel count. But making it 72 ppi might help you avoid confusion with actor sizing, although 264 ppi or even 2 ppi will work equally well.

    @AsOfLatte said:
    But is this correct for scalability?

    Not sure what 'scalability' is, but it's definitely correct for 'resolutionability' :smile:

    @AsOfLatte said:
    I've even read that resolution doesn't matter as much as the proper dimensions...

    Depending on how you are using your image it can help the software you are importing the image into interpret the size of the image, but besides that minor convenience resolution is just some extra metadata, and like other metadata will have no effect on the quality or function of your image any more than the file name.

  • As_Of_LatteAs_Of_Latte Member, BASIC Posts: 343

    @Socks Thanks, this helps! You da man :)

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