Ok so lets say you want to make a Universal app (I'm thinking iDevice but it can apply to all supported devices). You code it for retina but allow scaling so it will work on any resolution (ie. set project resolution to 9998x9999 or the other way around). Excellent, so essentially it will run at 320x480 on a pre-retina, 640x960 on a retina, and 768x1024 on an iPad. No worries there.
Your game runs smoothly on the pre-retina device and well on the iPad, but the retina device (I'm thinking specifically of the lower powered iPhone4 (not S) and iPod 4th gen) just doesn't quite cut it. It looks better sure, it is 4x the pixels, but the power of the device just isn't enough to make it as smooth as the non-retina device.
Ideally you would want the retina device to then run at the non-retina resolution so it can be smooth. But you still want the iPad to be full res.
So how do you go about making it a universal app but actually for an iPhone4 and iPod 4th gen it should be retina resolution? Infact more complicated is the idea that the iPhone4S and iPod 5th gen should have enough juice to smoothly run retina for your game. So how would you make sure the iPhone4 runs non-retina and the 4S runs retina, all off the same universal app?
Just to make it more complicated, lets say your game looks good but seriously there is no amazingly obvious difference between the retina and non-retina version. ie. it's not such a big impact and is hard to notice the difference. Fair enough you could then make sure that non-iPad devices all run at non-retina but the iPad itself runs at full-HD (for a universal app). However there is no reason why your menu or help screens (especially for small harder to read text) cannot be full retina. What I am saying is it possible to change the resolution on the fly for iDevices (or any device really) and if not then why not? Is it not possible once the app has run or can GLB be updated to allow it?
Cheers
Your game runs smoothly on the pre-retina device and well on the iPad, but the retina device (I'm thinking specifically of the lower powered iPhone4 (not S) and iPod 4th gen) just doesn't quite cut it. It looks better sure, it is 4x the pixels, but the power of the device just isn't enough to make it as smooth as the non-retina device.
Ideally you would want the retina device to then run at the non-retina resolution so it can be smooth. But you still want the iPad to be full res.
So how do you go about making it a universal app but actually for an iPhone4 and iPod 4th gen it should be retina resolution? Infact more complicated is the idea that the iPhone4S and iPod 5th gen should have enough juice to smoothly run retina for your game. So how would you make sure the iPhone4 runs non-retina and the 4S runs retina, all off the same universal app?
Just to make it more complicated, lets say your game looks good but seriously there is no amazingly obvious difference between the retina and non-retina version. ie. it's not such a big impact and is hard to notice the difference. Fair enough you could then make sure that non-iPad devices all run at non-retina but the iPad itself runs at full-HD (for a universal app). However there is no reason why your menu or help screens (especially for small harder to read text) cannot be full retina. What I am saying is it possible to change the resolution on the fly for iDevices (or any device really) and if not then why not? Is it not possible once the app has run or can GLB be updated to allow it?
Cheers