2560x1600 is the only reasonable resolution for a higher-resolution iPad
Most of you don't even know what you are talking about. Scaling by any factor is exactly the same amount of work for developers. Before they update their apps, it doesn't take anything because scaling, whether 1.25x using interpolation or 2x using pixel doubling, is handled automatically. If they update their apps, it takes the same amount of work whether they double the size of all their graphics or just make them 1.25 times bigger.
Apple could indeed upgrade to a resolution of 1280x960 and the 1.25x interpolation of old apps will be handled entirely by the gpu, no developer work needed.
Thank you. It's amazing how many people without the slightest clue what they're actually talking about are quick to make statements about how a 1.25x increase in scale is so much harder for developers than a 2x increase.
Apple could indeed upgrade to a resolution of 1280x960 and the 1.25x interpolation of old apps will be handled entirely by the gpu, no developer work needed.
So how do you interpolate a button? It consists of not only an image, but also a well-defined area for touch input. I think there might be problems trying to take the touch input and figure out exactly what to tell the lower-resolution app underneath. What happens if the touch input is on a pixel that is half button?
So how do you interpolate a button? It consists of not only an image, but also a well-defined area for touch input. I think there might be problems trying to take the touch input and figure out exactly what to tell the lower-resolution app underneath. What happens if the touch input is on a pixel that is half button?
Remember that the solution has to work for absolutely every iPad app no matter what weird things the developer did or whether they put controls right next to one another because they didn't think their app would ever be upscaled.
The one on the right looks better. But when I put the iPad like 3 feet from my face I can't tell the difference.
Agreed, too many posts where people are talking out of their butts.I swear, posting anything about resolution on any MacRumors forum instantly makes everyone Apple certified screen engineers.
Apple could indeed upgrade to a resolution of 1280x960 and the 1.25x interpolation of old apps can be handled entirely by the gpu, no developer work needed.
1280x960 would mean they'd need to scale the form factor from 4:3 to 16:9 either hardware OR software
Thank you. It's amazing how many people without the slightest clue what they're actually talking about are quick to make statements about how a 1.25x increase in scale is so much harder for developers than a 2x increase.
Apple could indeed upgrade to a resolution of 1280x960 and the 1.25x interpolation of old apps will be handled entirely by the gpu, no developer work needed.
It' was nice to read what's behind a "simple" (so thought I) point about screen size but in case I want to provide background images for the iPad, which resolution would still fit WELL in then (apart from the 1024 x 768)? E.g. 800 x600 or 1280 x 1024 would still be ok?
Sorry for the newbie question...
Most of you don't even know what you are talking about. Scaling by any factor is exactly the same amount of work for developers.
This is not exactly correct. Let's say I'm a developer (which I am) and one of my buttons has a 1 pixel wide border in the 1x (non-retina) version, which I create as a vector-based graphic in Photoshop. When I go to make the iPhone 4 version of this button at 2x, I can simply scale my vectors by 2 and my Retina display button will have a 2 pixel wide border around it as it should. However, if the scale factor is not a whole number, say 1.25, then I have to decide how to treat the border of the button. Should it become 2 pixels? Should it stay 1 pixel? Should I interpolate somehow? Photoshop can handle sub-pixel units, but getting everything to look right and line up correctly in the scaled up version requires some extra tedious work at least. This extra pixel tweaking can really add up in an app with a lot of custom graphics.
You can't scale like the iPhone 4 does with iPhone apps unless you're using a multiple of the original resolution, I.E, 2x, the only way to go with that is to require developers to support two different screen sizes which is not a go.
No, it's not.This is wrong on all accounts (by the way, many apps already support two different screen sizes - the iPhone and iPad).
And by the way, that's different from what I'm saying and you know it; you don't have to support the 960x640 res on the iPhone 4 and the 480x320 res on the 3GS, you just make the app (and add HD images) and iOS handles it -- Apple isn't about to make a developer support two iPad resolutions.
1) You can't scale an application which has elements inside it of specific dimensions by anything but a multiple of its original resolution; you can do this with videos or images, but they've no elements inside of them. It just doesn't work (well).
2) Images yet to be updated would look terrible if they weren't an exact multiple of their original resolution; in fact, one of the "big" emphasises Steve put on the iPhone 4 when introduced at the Keynote event was that your app looks great already, all you have to do is add HD images to make it look even better. The old images look identical on the iPhone 4 as they do on the 3GS, I.E, no worse off; if the images were being scaled up by 50% instead of 100% they would look terrible until updated.
Yes, but it's iOS that supports two resolutions; the developer doesn't have to do squat aside from provide higher resolution images.So, what you are saying, is that an iPhone app has both standard and HD graphics and the iOS automatically scales everything else about the app dimensions? For apps that do not have HD graphics, the standard graphics are also scaled up? You do realize that means the iPhone apps support two resolutions, right? Two sets of graphics - the OS handles scaling of everything else.
I'm not talking about that. I was saying Apple won't make developers support two resolutions, regarding your reply saying that they already have to support two for the iPhone. The problem here, is the same as below:How would that be different than if iPad apps included standard and 1.25 scaled graphics and iOS "handled" the rest? It's the same thing. Two sets of graphics, the OS handles scaling of everything else.
It doesn't work the same way. Let me use a really bizarre but obvious example (quoted for easier reading):These "elements" are defined in pixels. Images are defined in pixels. So it works the same way.
You've got an iPad application that has 786,432 UIImageView's each with a width and height of 1, and each UIImageView has a different colour (or shade) so you can clearly see the different UIImageViews and they don't appear grouped together.
Now if were to run that app on the first iPad which has a resolution of 1024x768 it'll work and look as intended, but let's try on iPad 2 which has a resolution of 1536x1152 (1.5x) and ask yourself how it works?
Each UIImageView will be drawn at a width and height of 1.5 pixels, you know as well as I that this can't happen; so what does iOS need to do? It either needs to reduce the size of the UIImageView to 1x1 pixels, or increase it to 2x2 pixels.
Considering that it can't increase the size of ALL of them to 2x2 pixels as it wouldn't fit, some will need to be 1x1 pixels and others will need to be 2x2 pixels. So, all in all, you get an application that doesn't look the same, you'll see UIImageViews (their colours) larger than others.
Whilst this is an app that will never exist, it illustrates my point perfectly. Whilst you can get a normal app to work like this much easier than above, iOS will have to decide for controls "this can be a pixel less", "this can be a pixel more", etc., etc., it won't look exactly the same and your bound to run into difficulties in certain scenarios and with certain positioning of controls.
Additionally the 1024x768 images will look absolutely terrible on iPad 2 unlike a 320x480 image which looks identical on the iPhone 3GS, and iPhone 4 (stretched on iPhone 4).
I'm not talking about pixel doubling, that's what happens on the iPad with an iPhone app and it looks terrible.I just demonstrated to you at the top of this page that interpolation actually makes graphics look better than pixel doubling. Using the same processes, interpolation looks better at a scale of 1.25 or 1.5 too (and I can show you)!
1280X960 is 4:3 aspect ratio, same as 1024X768.