I just downloaded the iPhone version of Flight Control, which has just been optimized for the retina display, yet the graphics look the same on the iPad in 2x mode. Will there be an update so the iPad can take advantage of 960x640 iphone apps?
I just downloaded the iPhone version of Flight Control, which has just been optimized for the retina display, yet the graphics look the same on the iPad in 2x mode. Will there be an update so the iPad can take advantage of 960x640 iphone apps?
I just downloaded the iPhone version of Flight Control, which has just been optimized for the retina display, yet the graphics look the same on the iPad in 2x mode. Will there be an update so the iPad can take advantage of 960x640 iphone apps?
Firstly, the iPad does not have a Retina Display, only the iPhone 4 does. Secondly, the iPad and iPhone 4 both have IPS displays, but the PPI (Pixels per inch) rating is highest on the iPhone 4 as it has 75% of the iPad's colour gamut. iPad apps that support full screen are designated by a "+" symbol on the app. Apps that require the "2x" functionality for full screen viewing on the iPad are basically apps that are iPhone 4 native only, however they will run on the iPad, but will never as good as an iPad native app that has been written to take advantage of the iPad's screen real estate.
I'm in the middle of two Universal App migrations.
The biggest reason that you don't see a one-to-one mapping of apps from retina display to iPad display resolution is the UI element issue.
A control for the iPad and original iPhone/Touch is about 40-44 pixels big. (square, oval, rectangular, etc.)
A control for the iPhone 4/iPod Touch 4th gen needs to be 80-90 pixels big. The pixels have gotten much smaller, but your finger is still the same size.
If you just mapped the iPhone app, pixel by pixel, the controls would be 4x the size. (80x80 vs 40x40 for a square icon for example). Tool bars, Headers, etc would also be very large and unusual looking.
It's best for developers to take the extra time and add in the code, and IB files to support both device styles.
iOS has to tell the app what resolutions are available so iOS on an iPhone 4 will tell the app that it has a 960 x 640 screen and the app can then execute the code necessary to work in this resolution. On the iPad the iPhone apps are in compatability mode so iOS lies about the screen resolution and tells the iPhone app that it is 480 x 320 so that is the mode that the app runs in. If the user selects the full-screen (x2) mode then iOS quad-plots each pixel when it renders it on screen (i.e. each time the iPhone app thinks that it's drawing a single pixel on a 480 x 320 canvas then what is actually happening is that iOS on the iPad is drawing a group of four pixels on a 960 x 640 canvas).
What is required to support iPhone retina apps in real retina resolution is for iOS on the iPad to tell the iPhone app that it has a 960 x 640 screen and to do one-to-one pixel mapping when drawing onto that canvas...