Image Size and Resolution
The coordinate system iOS uses to place content onscreen is based on measurements in points, which map to pixels in the display. A standard-resolution display has a 1:1 pixel density (or @1x), where one pixel is equal to one point. High-resolution displays have a higher pixel density, offering a scale factor of 2.0 or 3.0 (referred to as @2x and @3x). As a result, high-resolution displays demand images with more pixels.
ResolutionTab ($1.99, Mac App Store) ResolutionTab is a “menu bar app for fast switching between Standard & HiDPI display modes.” SwitchResX ($15, shareware). SwitchResX, in particular, offers tons of additional functionality for setting up custom resolutions and refresh rates, but both of these apps can get you in and out of HiDPI mode. 2) Live with the 480p resolution the PC version runs at OR find a monitor that supports 4:3 aspect ration, then set the monitor to run at 640x480 to match what the game supports - now the game. Apple mac. Download the latest version of Resolutionator for Mac - Allows users to quickly change the resolution of all attached displays. Read 1 user reviews of Resolutionator on MacUpdate. If anything goes wrong, the download comes with an app called 'reset-all.exe' which can be run to revert any changes you have made with Custom Resolution Utility. Features and highlights. Detailed resolutions are the preferred way to add custom resolutions; The first detailed resolution is considered the preferred or native resolution.
For example, suppose you have a standard resolution (@1x) image that's 100px × 100px. The @2x version of this image would be 200px × 200px, and the @3x version would be 300px × 300px.
Supply high-resolution images for all artwork in your app, for all devices your app supports. Depending on the device, you accomplish this by multiplying the number of pixels in each image by a specific scale factor.
Device | Scale Factor |
---|---|
12.9' iPad Pro | @2x |
11' iPad Pro | @2x |
10.5' iPad Pro | @2x |
9.7' iPad | @2x |
7.9' iPad mini 4 | @2x |
iPhone XS Max | @3x |
iPhone XS | @3x |
iPhone XR | @2x |
iPhone X | @3x |
iPhone 8 Plus | @3x |
iPhone 8 | @2x |
iPhone 7 Plus | @3x |
iPhone 7 | @2x |
iPhone 6s Plus | @3x |
iPhone 6s | @2x |
iPhone SE | @2x |
Designing High-Resolution Artwork
Use an 8px-by-8px grid. A grid keeps lines sharp and ensures that content is as crisp as possible at all sizes, requiring less retouching and sharpening. Snap the image boundaries to the grid to minimize half pixels and blurry details that can occur when scaling down.
Produce artwork in the appropriate format. In general, use de-interlaced PNG files for bitmap/raster artwork. PNG supports transparency and, because it's lossless, compression artifacts don't blur important details or alter colors. It's a good choice for intricate artwork that requires effects like shading, textures, and highlights. Use JPEG for photos. Its compression algorithm usually produces smaller sizes than lossless formats and artifacts are harder to discern in photos. Photo-realistic app icons, however, look best as PNGs. Use PDF for glyphs and other flat, vector artwork that requires high-resolution scaling.
![Resolution Resolution](/uploads/1/2/6/7/126787913/403284759.jpg)
Use the 8-bit color palette for PNG graphics that don’t require full 24-bit color. Using an 8-bit color palette reduces file size without reducing image quality. This palette is not appropriate for photos.
Optimize JPEG files to find a balance between size and quality. Most JPEG files can be compressed without noticeable degradation of the resulting image. Even a small amount of compression can save significant disk space. Experiment with compression settings on each image to find the optimal value that yields an acceptable result.
Provide alternative text labels for images and icons. Phone finder app android. Alternative text labels aren’t visible onscreen, but they let VoiceOver audibly describe what's onscreen, making navigation easier for people with visual impairments.
Image Size and Resolution
The coordinates system macOS uses to place content onscreen is based on measurements in points, which map to pixels in the display. A standard-resolution display has a 1:1 pixel density (or @1x), where one pixel is equal to one point. High-resolution displays have a higher pixel density and a scale factor of 2.0 (referred to as @2x). As a result, high-resolution displays demand images with more pixels.
@2x (20px × 20px)
For example, suppose you have a standard resolution @1x image that’s 100px × 100px. The @2x version of this image would be 200px × 200px.
Supply high-resolution images for all your app’s artwork. You accomplish this by multiplying the number of pixels in each image by the scale factor. Append a suffix of “@2x” to your @2x image names, and insert them into @2x fields in the asset catalog of your Xcode project.
Designing High-Resolution Artwork
Produce art at the largest size you need and scale it down for smaller sizes. It’s easiest to design a detailed image at a large size and reduce the level of detail, if necessary, at smaller sizes.
Use an 8px-by-8px grid. A grid keeps lines sharp and ensures that content is as crisp as possible at all sizes, requiring less retouching and sharpening. Snap the image boundaries to the grid to minimize half pixels and blurry details that can occur when scaling down. For templates and other resources, see Apple Design Resources.
Mac Os Change Resolution
Always preview high-resolution images at lower resolutions. If you’re not satisfied with how your high-resolution images look when scaled down, redraw and preview the art again.