Is it fast to create smaller resolution game and up scale ?

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  • Which one will result in faster game play ?

    Create a game of a smaller resolution and then have it scaled up automatically in the iPhone or Match the resolution directly ?

    Is the processor power require to scale up the graphic significantly lesser then not having to deal with that at all ?

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  • Which one will result in faster game play ?

    Create a game of a smaller resolution and then have it scaled up automatically in the iPhone or Match the resolution directly ?

    Is the processor power require to scale up the graphic significantly lesser then not having to deal with that at all ?

    In "High quality" (one of the project proprieties), it won't make a difference due to how C2 handles graphics (resolution being more a initial value, since the assets quality will be what matters graphically).

    In "Low Quality", it should be faster, but the graphics will suffer (since the window will be rendered at a lower size than the actual screen).

  • Do you mean direct scaling or moving around objects to scale the screen right? You need to do the second because...

    Because the iPhone 3, 4+ and iPad all have different screen sizes.

    Because the Android OS has like a ton of different shapes

    Because Windows Phone has 3 different sizes.

    Coding for one and hoping it will look good on all is a big mistake.

  • Or you use ArcadEd's method to create for multiple sizes and account for the overlap of the larger sizes...

  • That was what I was hoping for Fireball

    I will look into it BluePhaze

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