I'm using phonegap to export a very simple html5 page to an iphone app and running into this silly issue.
iPhone resolution is 960x640.
When I set the canvas to those dimensions, it seems way too big.
<canvas width="960" height="580" style="background-color:#607559"></canvas>
Why is that? And how can I utilize the full high definition capabilities of iphone4. It seems that canvas fits full-screen if I set the canvas to something of older iPhone(320×480).
Setting viewport to something like this seems to work, but will this be a performance hit?
<meta name="viewport" content="width=device-width, height=device=height, initial-scale=0.5, maximum-scale=0.5, minimum-scale=0.5, user-scalable=no" />
Your iPhone can record at 720p, 1080p and 4K. For the absolute best video image quality, 4K resolution is the best choice. If you don't care about quality as much and are more focused on how much room on your phone videos will take up, try dropping your resolution down to 1080p or even 720p.
The iPhone 11 is basically an S update to last year's very popular iPhone XR. From the front, it looks exactly the same. It has the same design, the same 6.1-inch 720p LCD with fancy rounded corners, the same giant bezels, and the same aluminum body.
QHD is currently the best display you can have on your smartphone. It shows 1440×2560 pixels.
In case you want to enter custom resolution you have to do it manually, by going to Settings> Upscale in the lower section, you can enter your custom resolution in the “x” and “y” sections.
It depends about which iphone you are talking about.
The old iPhone 3GS has a resolution of 320x480. The newer iPhone 4 and iPhone 4s have the so called retina display, which has a resolution of 640x960, but it automatically scales up (you don`t access the pixels independently.
But you can set the device pixel ratio which is very good covered for canvas in this question: Canvas drawing and Retina display: doable?
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