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Does iPhone 4 negate the disadvantage of building Universal apps?

06-11-2010, 08:41 PM
#1
Joined: Sep 2009
Location: UK / Toronto
Posts: 602
Does iPhone 4 negate the disadvantage of building Universal apps?

I'm not sure if anyone else has thought about this yet, but does the iPhone 4's new Retina Display negate that #1 disadvantage of building universal apps; the increased size?

I remember that being the most common complaint on this forum; that a Universal app with iPad support would make the iPhone app too big.

But as we start building new iPhone apps for the 4x higher resolution to support iPhone 4 devices, it means we will need to include high-res artwork in a standard iPhone app anyway. In fact, 78% of the number of iPad pixels. So would there be much more of a size increase to just go all the way to iPad resolution artwork and make the app a Universal build?

What are your thoughts on this? Obviously this won't be relevant to those iPad exclusive apps that are essentially a brand new game, but for those iPhone apps that are simply upscaled to the iPad, does this now make it a no-brainer to support universal apps?
06-11-2010, 10:29 PM
#2
Joined: May 2010
Location: Tampa, FL
Posts: 306
Not really, you must remember even though they are close in pixel size, they are vastly different in real size. So a 200x200 button the iphone4 is going to be tiny, but on the ipad going to be huge, they are not compatible.

Developer of RTS Machines at War 3 for iOS, Android, Mac, Windows.
RTS Land Air Sea Warfare for iOS, Android, Mac, Windows.

06-12-2010, 05:56 AM
#3
Joined: Sep 2009
Location: UK / Toronto
Posts: 602
Quote:
Originally Posted by Rasterman View Post
Not really, you must remember even though they are close in pixel size, they are vastly different in real size. So a 200x200 button the iphone4 is going to be tiny, but on the ipad going to be huge, they are not compatible.
That's a very good point, but doesn't that only apply to buttons and other interface elements?
06-12-2010, 06:15 AM
#4
Joined: Mar 2009
Location: Oslo, Norway
Posts: 731
I think EssentialParadox is on to something. When developing for the new iPhone you will already have to create the resources in a larger resolution. The graphical resources (+ sound) is (normally) the most memory-demanding resources anyway.

But: The big question is probably how many users who will upgrade their devices to iOS4. If the pickup rate is anything but stellar it would probably be wise to develop for an earlier version of the OS. At least from a strictly commercial point of view...
06-12-2010, 06:19 AM
#5
Joined: Oct 2009
Location: the 56th realm of existence
Posts: 5,948
wellif ios4 will be free, then i doubt many won't update- it's even already been jailbroken!

Beta tester of 54 games
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06-12-2010, 12:20 PM
#6
Joined: Sep 2009
Location: UK / Toronto
Posts: 602
Quote:
Originally Posted by NickFalk View Post
If the pickup rate is anything but stellar it would probably be wise to develop for an earlier version of the OS. At least from a strictly commercial point of view...
I wonder if it's possible to put Retina Display artwork inside a 2.2.1 app and have it use the larger assets on iPhone 4, or whether it'll need to be explicitly built as an iOS4 app. I know Steve Jobs said all text and Interface Builder components would be scaled up automatically for the Retina display, but he asked devs to include higher res artwork too, to take advantage of the higher resolution for iPhone 4 owners. Whether or not it would also need to be converted to an iOS4 app, I don't know.

Although, what Jak says is a good point: iOS4 is completely free for all iPhone and iPod touch owners, so the uptake should be quite good. However, we also have another issue because it's not supported at all on 1st gen devices. Is it time to ditch 1st gen devices entirely and go forward with entirely iOS4 apps, or is it still worth having support of OS3? (or even 2.2.1?)
06-12-2010, 01:05 PM
#7
Since the existing textures will still be displayed at their intended resolution on the retina display, I wonder how much improvement there would be in making the textures bigger. I think I'll have to wait until I get my hands on one and see.

I've had this discussion in photography forums when people geek out over resolution specs: nobody walks up to a painting in a gallery and says "wow, that's really sharp."
06-12-2010, 01:34 PM
#8
the iphone has already a very high pixel density and the pixel density of the new iphone 4 is crazy IMO! You will need to get very close to the screen or use a loupe to tell the difference!
For the iphone 4 you dont need higher resolution graphics but for the ipad it makes a lot of sense.

Toco Games - iPhone Game Developer
Twitter: tocogamescom, Website: tocogames.com
Games: Last Knight - MagniFusion: Push, Combine, Squash and Pop
Upcoming Games: - Space Shapes
06-12-2010, 02:03 PM
#9
Joined: Feb 2010
Location: Perv, why do you care?
Posts: 1,807
Quote:
Originally Posted by Toco Games View Post
the iphone has already a very high pixel density and the pixel density of the new iphone 4 is crazy IMO! You will need to get very close to the screen or use a loupe to tell the difference!
For the iphone 4 you dont need higher resolution graphics but for the ipad it makes a lot of sense.
Actually, you can not tell different pixels apart from a normal eye because it has a retina display of 326 ppi (pixels per inch) above the human level of 300 ppi, so it is impossible to see individual pixels.
06-12-2010, 02:30 PM
#10
Quote:
Originally Posted by Mondae View Post
Actually, you can not tell different pixels apart from a normal eye because it has a retina display of 326 ppi (pixels per inch) above the human level of 300 ppi, so it is impossible to see individual pixels.
Yea that density is really crazy! how close do a normal eye need to get to the display of a current iphone to tell pixels apart?

Toco Games - iPhone Game Developer
Twitter: tocogamescom, Website: tocogames.com
Games: Last Knight - MagniFusion: Push, Combine, Squash and Pop
Upcoming Games: - Space Shapes