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Editorial Team
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Editorial Team
Asked: May 29, 20262026-05-29T05:22:27+00:00 2026-05-29T05:22:27+00:00

I am developing a cocos2d game. I need to make it universal. Problem is

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I am developing a cocos2d game. I need to make it universal. Problem is that I want to use minimun amount of images to keep the universal binary as small as possible. Is there any possibility that I can use same images I am using for iphone, retina and iPad somehow? If yes, how can I do that? What image size and quality should it be? Any suggestion?

Thanks and Best regards

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  1. Editorial Team
    Editorial Team
    2026-05-29T05:22:28+00:00Added an answer on May 29, 2026 at 5:22 am

    As for suggestions: provide HD resolution images for Retina devices and iPad, provide SD resolution images for non-Retina devices. Don’t think about an all-in-one solution – there isn’t one that’s acceptable.

    1. Don’t upscale SD images to HD resolution on Retina devices or iPad. It won’t look any better.

    2. Don’t downscale HD images for non-Retina devices. Your textures will still use 4x the memory on devices that have half or even a quarter of the memory available. In addition, downscaling images is bad for performance because it has to be done by the CPU on older devices. While you could downscale the image and save the downscaled texture, it adds a lot more complexity to your code and will increase the loading time.

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