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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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  • \$\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\$
    – user1430
    Oct 3, 2014 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, 2014 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, 2015 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, 2014 at 13:15

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