So I am using AIR to make a mobile version of a flash game. All the game graphics is transformed into Bitmaps, with the purpose of having high Frame Rates. Everything is fine, except for the iOS version of the game, specifically the iPhone version. On every iPhone I tested, the bitmaps have bad quality. If I play the game on any android device the quality of the game is perfect, same goes if I play on iPad.
I am open to any suggestion.
Related
I would like to integrate a 360 video player into an existing app for mobile.
I use the Skybox/Panoramic shader and a RenderTexture for the Video pluged in the VideoPlayer component. In 2k (2048x1024 or 2048x2048 for 3D) everything is fine but when I try to take a 4k video (4096x2048 or 4096x4096 for 3D) the app crashes instantly on an iPhone 6 Plus. I also tested it with a video clip in 3840x1920 but all I got from the debugger is:
INFO [vr/gvr/capi/src/gvr.cc:116] Initialized GVR version 1.120.0
[VRDevice] Successfully created device cardboard.
Message from debugger: Terminated due to memory issue
I thought, it has something to do with the max texture size but 4096x4096 should be OK for most devices today.
Do you guys have an idea whats going on here?
Thanks!
We developing an app for iOS with Unity (Basic version).
On iPhone 4 we have low fps.
We want to use non-retina 320*480 screen size on iPhone 4 (and render buffer 320*480).
We think that will increase performance on iPhone 4.
We know how to do this in iOS app through code (as for example shown here openGL ES retina support).
How can we do this through Unity?
Are there any ways?
Open Unity3d and go to Player Setting of iOS:
Setting for iOS > Other Setting > Target Resolution > Select 320(iPhone).
If your app is not using Accelerometer then Disable Accelerometer Frequency.
Also in Optimisation : Script Call Optimization = Fast but no Exception.
I would like to know how to include retina images for the iPhone 5 in cocos2d. I already have large images from the iPad version of the game. How do I do that ? Unfortunately there is not very much information on the internet, so I thought I'll ask here. I do not have a working iPhone version of the game yet.
This is built into cocos2d. Use xxx.png for standard resolution image, then provide a xxx-hd.png image and cocos2d will use that high-res version on Retina devices (including iPhone 5).
The file suffixes for iPad are -ipad and -ipadhd for Retina iPads.
I made a promotional video for my Exoplanet app and just noticed that the color-depth on the iPhone simulator is much lower than on the physical device. The visualizations look splendid on the actual phone but rather cheap on the simulator. I mainly notice this when using textures in OpenGL and CoreAnimation.
Have a look at this short video to see what I mean. (It has nothing to do with the recording.)
Am I doing something wrong? Can I increase the color-depth of the simulator?
I have made the app in the larger resolution for iPhone4, and when I test it in 3GS it works/looks fine, the app scales DOWN accordingly. But when I test app on iPhone 4 it appears for reason to scale it down and then back up again creating a pixelated look. This applies to vector assets and text within the flash project as well which is even weirder in my opinion. My SWF is 640x920px.
According to this post support for retina-display graphics is not yet supported. The two output sizes are either low-resolution iPhone or iPad. To wit:
The current version of PFI produces apps that run at 320x480 on iphones and ipods or 1024x768 on ipads. Support for 964x480 is something we're looking into adding for a future release.