Image size IS it's resolution.
Your problem might be - retina display!
Check for Retina display and thus - make UIImageView width/height twice smaller (so that each UIImageView pixel would consist of four smaller UIImage pixels for retina display).
How to check for retina display:
https://stackoverflow.com/a/7607087/894671
How to check image size (without actually loading image in memory):
NSString *mFullPath = [[NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) lastObject]
stringByAppendingPathComponent:@"imageName.png"];
NSURL *imageFileURL = [NSURL fileURLWithPath:mFullPath];
CGImageSourceRef imageSource = CGImageSourceCreateWithURL((CFURLRef)imageFileURL, NULL);
if (imageSource == NULL)
{
// Error loading image ...
}
NSDictionary *options = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithBool:NO], (NSString *)kCGImageSourceShouldCache, nil];
CFDictionaryRef imageProperties = CGImageSourceCopyPropertiesAtIndex(imageSource, 0, (CFDictionaryRef)options);
NSNumber *mImgWidth;
NSNumber *mImgHeight;
if (imageProperties)
{
//loaded image width
mImgWidth = (NSNumber *)CFDictionaryGetValue(imageProperties, kCGImagePropertyPixelWidth);
//loaded image height
mImgHeight = (NSNumber *)CFDictionaryGetValue(imageProperties, kCGImagePropertyPixelHeight);
CFRelease(imageProperties);
}
if (imageSource != NULL)
{
CFRelease(imageSource);
}
So - for example:
UIImageView *mImgView = [[UIImageView alloc] init];
[mImgView setImage:[UIImage imageNamed:@"imageName.png"]];
[[self view] addSubview:mImgView];
if ([UIScreen instancesRespondToSelector:@selector(scale)])
{
CGFloat scale = [[UIScreen mainScreen] scale];
if (scale > 1.0)
{
//iphone retina screen
[mImgView setFrame:CGRectMake(0,0,[mImgWidth intValue]/2,[mImgHeight intValue]/2)];
}
else
{
//iphone screen
[mImgView setFrame:CGRectMake(0,0,[mImgWidth intValue],[mImgHeight intValue])];
}
}
Hope that helps!