Hello all,
1 - Our understanding is that retina support is either 'on' or 'off' so all iPads will render retina level detail even if they don't support it. Is this correct?
Pad 1 and iPad mini both aren't retina. Those devices will render at a lower resolution with noticeably larger pixels.
2 - If (1) is correct, has anyone experienced performance issues with iPads that don't support retina displays?
ou may get performance issues with Construct 2 games with retina support enabled, but only on hardware that supports it. More pixels requires more power. If that happens I'd consider disabling retina support or trying alternative optimisations. Always test early on hardware!
3 - Our experiments seem to suggest that file size and load times are related directly to the size of the games assets. Is there any other increased overhead when we support retina displays?
ou'll be downloading the same assets on retina and non-retina devices, so there's no additional overhead.
3 - Can construct 2 support transparent backgrounds? If so we could use media queries on the page to load in background images at the right resolution to offload it from the game. Would there be any issue with that in terms of performance?
ou *could* do this, but it would quickly become hard to maintain. Realistically, in the context of a complete game with multiple assets, the savings would be nominal if images are heavily optimised to begin with.
Our game Mortar Melon is artwork heavy, but only weighs in around 5mb. Your best bet is to properly research PNG-8 optimisation as that is by far the biggest way to reduce download overhead.