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I have created a game, and now I need to integrate graphics and distribute it for iOS and Android devices. As there are crazy number of screen resolutions, I think I should have just 3 set of art assets HDR, HD = HDR x 0.5, SD = HDR * 0.25 and in run-time my game will choose the smallest asset for the device that can cover the screen. Cause otherwise I would have more than 10 set of assets to cover the majority of Android and iOS devices because of so many densities and aspect ratios. So I need to decide which will be the biggest asset size. Till now iPad Retina size was the reference (2048 x 1536), I guess. But after iPhone 6+ was issued with asset resolution equal to 2208 x 1242, I don't know what should be the HDR asset resolution. Maybe 2208x1536? to be able to cover any mobile device (all tablets and phones) screen?

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closed as too broad by Josh Oct 3 '14 at 15:43

Please edit the question to limit it to a specific problem with enough detail to identify an adequate answer. Avoid asking multiple distinct questions at once. See the How to Ask page for help clarifying this question. If this question can be reworded to fit the rules in the help center, please edit the question.

  • \$\begingroup\$ How is this fundamentally different from your last question? We can't tell you what graphics resolution to pick, and we can't answer a question scoped as broadly as "mobile devices" because they change all the time. \$\endgroup\$ – Josh Oct 3 '14 at 15:43
  • \$\begingroup\$ @JoshPetrie This one is asking how big I should ask artist to draw the images. In the other one I ask how big I create a spritesheet so that devices could load them. \$\endgroup\$ – Narek Oct 4 '14 at 12:09
  • \$\begingroup\$ I think the question is adequate and there seem to be no other questions that are answering the issue - what should your assets resolutions be, and should you have separate for different iPhones or have one and scale/upscale them. In both cases, what should the assets resolution be? Example: for the second case, which iPhone resolution should be default assets resolution so that we scale best? \$\endgroup\$ – luben Jul 13 '15 at 10:08
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For Android, Don't go over 2048x2048, as some devices do no support them (including nexus 10).

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    \$\begingroup\$ That's not only applicable to Android. A lot of the Apple devices only go up to 2048x2048 texture size. Some of the first devices (iPhone, iPhone 3G) even had an upper limit of 1024x1024. \$\endgroup\$ – bummzack Oct 3 '14 at 13:15

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