What if I'd need to develop for iPad3 and at the same time I need it to run for an old iPhone ( 480 x 320 )? So, considering this, how about the performance if I'd design everything for 2048 x 1536 but loading the graphic resources at runtime ( I believe that's possible using plugins ) according to the detected device ( BTW: is there a plugin to do that? ). If, for example, the iPhone is detected ( 480x320 ) and I load the resources prepared for it, then I stretch them programmatically but will also have the project set to scale mode so they'll be scaled down back to the iPhone screen resolution. Would that still affect the memory usage of the iPhone as it would when using large graphics ( prepared for iPad3 )?