I am developing a game with the LibGdx framework, but I would like to discuss a more theoretical question.
- I want to support as many devices as possible for my game (phones and tablets)
- I want to see the same image quality for each device (it is a different topic about scaling or aspect ratio)
- I want my game to not freeze (support devices with a low amount of RAM).
- I want to make my game as small as possible.
For example, let's take a look at the Samsung Galaxy Tab S4 10.5. It has a resolution of 2560x1600.
If I take this resolution as standard, and make all other textures dependent on this background resolution, it will make a huge size for images. Also, It won't work on slower and older devices with small resolution. (800x480, etc). So it does not satisfy criteria #1, #2 and #3.
I suppose I can make different quality versions of the same images for different devices. It may affect only the #4 criteria, but it's not as critical as others.
What strategies do you guys use to satisfy the above criteria?