Now that there are many different screen sizes, what images should I supply to get optimal results. E.g. from my understanding, both the iPhone 5 and 6 use @2x images. Does that mean that images are scaled up for the iPhone 6? Or are the images scaled down for the iPhone 5. What images should I supply. I can't seem to do it properly with Images.xcassets in Xcode 6.
2 Answers
Our UI Designer used to create Vector Images with iPhone 5 resolution means 1136*640 ,they create 1334*750 iPhone 6 resolution images & down scale it to iPhone 5 resolution . So we used to add iPhone 5 images only in @2x , then Xcode scales @2x images on iPhone 6 so it will not look bad as designer has created iPhone 6 resolution supported image & down scaled to iPhone 5 .

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iPhone 6 plus uses @3x, iPhone 5 @2x, so you need to be supplying at least @3x images if your supporting iPhone 6 plus. Images will be scaled down if you just provide @3x, on older devices this uses device resources/processing power so supplying @1x @2x for older devices (if your supporting them) will enhance user experience
More information on this subject can be found here: Image resolution for new iPhone 6 and 6+, @3x support added?
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i want to use edge-to-edge background images, and they don't seem to scale up or down even if iPHone 6+ images into 3x, iPhone 6 images to Retina 4 2x, iPhone 4 images to 2x. – Minh Tri Pham Dec 27 '14 at 17:28
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On Simulator? Device? Both? – JSA986 Dec 27 '14 at 17:29
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i'm running it on the simulator – Minh Tri Pham Dec 27 '14 at 17:30
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Try on Device with @3x assets, clean project and derived data – JSA986 Dec 27 '14 at 17:30