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Image resolution for new iPhone 6 and 6+, @3x support added?

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What resolution are iPhone 6 photos?

The iPhone 6 has a 1334 x 750 pixel resolution which works out at 326 ppi (pixels per inch) – the same as the iPhone 5. The Plus model packs in more pixels with a 1920 x 1080 pixel resolution at 401 ppi.

Can iPhone 6 take high resolution photos?

The new iPhone 6 has an improved panorama mode by offering high-resolution images up to 43 MB while iPhone 5S panoramas max out at 28MP. Having higher resolution images means you can make larger prints, but they will take up more storage space on your phone.

Is the iPhone 6 still supported in 2021?

As for iOS 15, which arrived in September 2021, all iPhones from iPhone 6s onwards will be supported, just as with iOS 14. Apple supports the last three versions of its operating systems for bug and security updates, so if your iPhone runs iOS 13 you should be ok.


UPDATE:

New link for the icons image size by apple.

https://developer.apple.com/ios/human-interface-guidelines/graphics/image-size-and-resolution/

enter image description here


Yes it's True here it is Apple provide Official documentation regarding icon's or image size

enter image description here

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:

enter image description here


I've tried in a sample project to use standard, @2x and @3x images, and the iPhone 6+ simulator uses the @3x image. So it would seem that there are @3x images to be done (if the simulator actually replicates the device's behavior). But the strange thing is that all devices (simulators) seem to use this @3x image when it's on the project structure, iPhone 4S/iPhone 5 too.
The lack of communication from Apple on a potential @3x structure, while they ask developers to publish their iOS8 apps is quite confusing, especially when seeing those results on simulator.

**Edit from Apple's Website **: Also found this on the "What's new on iOS 8" section on Apple's developer space :

Support for a New Screen Scale The iPhone 6 Plus uses a new Retina HD display with a screen scale of 3.0. To provide the best possible experience on these devices, include new artwork designed for this screen scale. In Xcode 6, asset catalogs can include images at 1x, 2x, and 3x sizes; simply add the new image assets and iOS will choose the correct assets when running on an iPhone 6 Plus. The image loading behavior in iOS also recognizes an @3x suffix.

Still not understanding why all devices seem to load the @3x. Maybe it's because I'm using regular files and not xcassets ? Will try soon.

Edit after further testing : Ok it seems that iOS8 has a talk in this. When testing on an iOS 7.1 iPhone 5 simulator, it uses correctly the @2x image. But when launching the same on iOS 8 it uses the @3x on iPhone 5. Not sure if that's a wanted behavior or a mistake/bug in iOS8 GM or simulators in Xcode 6 though.


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:

enter image description here

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:.)


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/