I have looked on few articles and discussion like one here and Here about image resolutions that new iPhones will use @3x images for display. Is it true?
So does it mean we will have to keep three images? Say for example I have an image of 50 X 50, will I have to keep 3 images for optimizing the look for new iPhones?
Or will the new phones use @2x images only and there is nothing like @3x?
I have tested by making a sample project and all simulators seem to use @3x images, this is confusing.
Edit
Here is some more info
Edit
Based on Answers given by Tsob and nitin, I added @3x images to my project.
Informational Edit
I see few users are confused about why iPhone 6 uses @2x images even though it has higher resolution , the reason is
iPhone 6 might have different resolution but has same density of per pixel inch (PPI)
Check more about this here in this thread
Hence iPhone 6 uses @2x image same as iPhones 4 , 5 and 5S as it has same PPI and iPhone 6 plus uses @3x.
This question is related to
ios
resolution
iphone-6
iphone-6-plus
UPDATE:
New link for the icons image size by apple.
https://developer.apple.com/ios/human-interface-guidelines/graphics/image-size-and-resolution/
Yes it's True here it is Apple provide Official documentation regarding icon's or image size
you have to set images for iPhone6 and iPhone6+
For iPhone 6:
750 x 1334 (@2x) for portrait
1334 x 750 (@2x) for landscape
For iPhone 6 Plus:
1242 x 2208 (@3x) for portrait
2208 x 1242 (@3x) for landscape
For more info regarding Images and it's resolution this is best ever helpful post
For setting images size for controls you can set 1x @2x and @3x like following:
ios will always tries to take the best image, but will fall back to other options .. so if you only have normal images in the app and it needs @2x images it will use the normal images.
if you only put @2x in the project and you open the app on a normal device it will scale the images down to display.
if you target ios7 and ios8 devices and want best quality you would need @2x and @3x for phone and normal and @2x for ipad assets, since there is no non retina phone left and no @3x ipad.
maybe it is better to create the assets in the app from vector graphic... check http://mattgemmell.com/using-pdf-images-in-ios-apps/
I have tested by making a sample project and all simulators seem to use @3x images , this is confusing.
Create different versions of an image in your asset catalog such that the image itself tells you what version it is:
Now run the app on each simulator in turn. You will see that the 3x image is used only on the iPhone 6 Plus.
The same thing is true if the images are drawn from the app bundle using their names (e.g. one.png, [email protected], and [email protected]) by calling imageNamed:
and assigning into an image view.
(However, there's a difference if you assign the image to an image view in Interface Builder - the 2x version is ignored on double-resolution devices. This is presumably a bug, apparently a bug in pathForResource:ofType:
.)
Source: Stackoverflow.com