iPhone 6 plus uses @3x image assets, but iPhone 6 uses @2x image assets - just like iPhone 4 and iPhone 5 (Image resolution for new iPhone 6 and 6+, @3x support added?).
iPhone 5, iPhone 5C and iPhone 5S have the screen resolution 640x1136. The screen resolution of iPhone 6 is 750x1334.
So iPhone 6 will scale up images from 640x1136? Is there any way to make graphics customised for iPhone 6's slightly higher screen resolution?
Edit: I know that the PPI is the same. But say for example I want to have an image take up all available width on both iPhone 5 and iPhone 6. I create a 640x200 px image and name it [email protected]. On the iPhone 6 it's going to be upscaled to 750 pixels width, no?
1x, 2x, and 3x images allow developers and Apple to optimize app presentation based on the user's device, whether an entry-level iPhone or the most expensive iPad. Conceptually, 1x, 2x, and 3x images are the same image -- simply at different sizes.
1x and 2x are just ways of defining an image that has a certain amount of pixel resolution. A 2x image has a higher resolution but has twice the width and height of a 1x image.
iPhone 6 uses @2x image assets and not R4 or something else because apple didn't provide suitable APIs for background images!
The most direct way now is to create 2 assets and programatically load them :(
Check this out: How to specify size for iPhone 6/7 customised edge-to-edge image?
iPhone 6 (not plus) has the same DPI as iPhone 4 - 5s, i.e. 326 dpi. So, 2x images still actual.
Marat AL is correct reffer to this thread To add to his answer
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.
This post will definitely clear all your confusion regarding iPhone 6 resolution
Edit
This post will helped me to understand better about pixelling and scaling iPhone 6 and 6 plus
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