Resolution independence question(s)
design219
Member Posts: 2,273
1. If we do this, will the full resolution version download to older devices, or will there be an option? I'm trying to keep my next app under the 20meg AT&T data limit if possible and doubling the resolution of graphics will be a 4x size increase for each.
2. Will the files maintain their png bit settings? (8 or 24 bit)
3. When an image is resampled down, how is the downsampling done? Is every other pixel just tossed out, or is it sampled and smoothed?
4. Does this mean the iPad will/can utilize the extra pixels instead of having to pixel double at full screen size?
2. Will the files maintain their png bit settings? (8 or 24 bit)
3. When an image is resampled down, how is the downsampling done? Is every other pixel just tossed out, or is it sampled and smoothed?
4. Does this mean the iPad will/can utilize the extra pixels instead of having to pixel double at full screen size?
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I'm especially interested in the iPad question. I think I'm going to put in a question to GS for that.
4. Resolution Independence is just for iPhone... They have the same screen sizes, just different resolutions... iPad wouldn't work with this because, what if you wanted to add other things besides high resolutions images.. You couldn't because they don't have the same screen sizes... This is a step in the right direction, but still wanting full universal app support...
Bummer.
2. If I'm not mistaken...I would assume there won't be any Bit changes...if the original is 8 bit...then the new clone will be 8 bit...I have both in my current game...will be testing later today. If this isn't true...I'll let you know. But I assume you could to the compile for your app and then look inside the .app file at the images and see whats in there.
3. More than likely it will just be a scale down. Since pngs are vector...There won't be any compression/smoothing on the graphic. If you want to see what it will look like...open the high res image in Photos and reduce the size (pixel dimensions) by 50% and then save it to the same file.
1. Both versions will be packaged together into one app. This is Standard Operating Procedure for developers wanting to support both iPhone 4 and earlier iPhones. If you don't use Resolution Independence support, only the full-resolution graphics will be used. This will work fine on iPhone 3GS and below, but the larger images will occupy more texture memory. If your app, at iPhone 4 resolution, is less than 20MB *total*, I doubt you'll run into runtime memory problems.
2. The image assets are run through pngcrush, using Apple's "-iphone" preset. The output's bit depth is 8-bit per channel BGR with premultiplied alpha, as recommended by Apple.
3. We use high-quality interpolation when shrinking the images, as specified by the NSImageInterpolationHigh constant in Cocoa. I'll add a good example of this to our wiki page.
4. I may be misunderstanding your question, but you can't package an iPhone game as an iPad game. If you run the iPhone app itself on the iPad, it will only run at 480x320 resolution. Pressing the "2x" button will only pixel-double that original resolution.
Cheers!
./Khakionion
Also, yes! I'm a relatively new developer at Gendai. (Although my posts aren't yellow...hmm, I need to bug someone about that. ) Hope you enjoy using GS, I'm excited to bring you guys some awesome releases in the future!
And welcome to the GS community!
So do you guys have any idea how the performance will compare with 4x graphics on the iPhone 4 to standard resolution graphics on the older devices?
For instance, if a game has a number of actors and is getting 50 fps on a 3gs, will the iPhone 4 do as well with the larger graphics?
If anyone is testing on an iPhone 4, I'd love to hear some results on fps performance at the higher resolution.
the iPad is 1000 mghz or 1ghz
and 4 is slightly underclocked to 800 mghz so less than the iPad and other mobile phones, but still packs a punch
would you please visit this thread????
http://gamesalad.com/forums/topic.php?id=8390
I would appreciate some insight in how to interpret our independent findings on Resolution Independence.
Thanks!
However it's not a perfect workflow for me as i normally add new actor then pop the image in (this changes the size of the actor to match sprite) so then i would have to reduce the size of the actor manually?
Darren.
I'm an iPad user, but I realize that there are so many more iPhone 3GS out there, it just makes sense to keep them in mind