Logo Questions Linux Laravel Mysql Ubuntu Git Menu
 

Windows Phone 7 target display resolution - recommendations?

The official WP7 emulator uses 800x480 resolution. The only info I can find on planned WP7 phones (eg Samsung Cetus i917) share the same resolution. While I realise the appeal of writing resolution-independant programs, I'd really rather focus on pushing a known set of hardware to the max than sacrificing features and efficiency for one-size-fits-all.

Is it fairly safe to assume 800x480 will be widely adopted as the de facto standard for WP7 devices and to code accordingly? Or are there reasons (other than the obvious) that I should be considering variable display resolution in my program designs?

like image 207
nathanchere Avatar asked Sep 21 '10 03:09

nathanchere


People also ask

What is the normal screen resolution for Windows 7?

By default the Windows 7 display driver duplicates the display on LVDS and SDVO outputs thus limiting resolution to 1024x768.

What resolution should I design for mobile?

Design for desktop displays from 1024×768 through 1920×1080. Design for mobile displays from 360×640 through 414×896. Design for tablet displays from 601×962 through 1280×800.

What is the best screen size to design for in 2022?

Conclusion. The most common screen resolution in 2022 will most likely be 1920×1080. This is because it is a resolution that is currently being used by the majority of users and it is also a resolution that is supported by most devices.


2 Answers

800x480 is currently a requirement set down by MS for WP7 hardware. However we also know that MS will eventually introduce another resolution for Blackberry type phones (320x480 i think?).

The only problem that remains is knowing whether those resolutions are a minimum requirement or a set requirement.

So to answer your question: its safe to code for 800x480 for now seeing as the first batch of devices will all be 800x480

like image 73
Darko Z Avatar answered Oct 19 '22 23:10

Darko Z


From some of the XNA 4 documentation I've been reading:

We can define the size of the game back buffer to be different from the size of the target device, and to draw according to our definitions. The hardware will scale our image to the target device. Having the hardware scale our image to the final target size means minimal work porting games between different devices, but to get the best possible image quality we should consider the actual target display in advance. The following code fragment shows how to configure the back buffer for the maximum resolution supported by Windows Phone 7.

C#
if (this.Window.CurrentOrientation == DisplayOrientation.Portrait)
{
    graphics.PreferredBackBufferWidth = 480;
    graphics.PreferredBackBufferHeight = 800;
}
else
{
    graphics.PreferredBackBufferWidth = 800;
    graphics.PreferredBackBufferHeight = 480;
}

Most importantly, they clearly specify 800x480 as being the maximum supported resolution. It also demonstrates how easy it is to target multiple resolutions should that be desired.

In this instance though, I'm assuming my programs will only ever run on 800x480.

like image 28
nathanchere Avatar answered Oct 19 '22 23:10

nathanchere