Should I make different spritesheets for different resolutions - android

Im designing a game for android, I have my assets in low resolution that looks fine in small screens, if the game runs in a bigger screen it comes out pixelated, should I make different spritesheets for different resolutions or just one in HD and then reduce the images according to resolution? the second one sounds better but Im worried if all the scaling would take its toll on performance

I do use several SpriteSheets with different resolutions on LibGDX, here is why :
When you have to support devices with screen resolution ranging from 320*480 to 2560*1400 (And maybe up to 4K in a few years), it's almost impossible to have a perfect result on all these screens with an unique spritesheet resolution. If you use a virtual screen resolution (viewport), you may work on a single resolution and create assets accordingly and let this viewport automatically scale to the screen, so that your game will look the same on any device.
So, one may argue that a single HD spritesheet may be enough. However, most low-cost or old mobile devices are sometimes unable to load high resolution textures, so you may lose support for these devices if you only use HD graphics. What's more, downscaling assets programmatically often lead to poor and unpredictable graphics results in my own experience.
So personnaly, here is what i do :
I check the screen resolution and the max size of texture the device can load.
Using these values, i choose a viewport size and a spritesheet size choosing from spritesheet resolutions i pre-defined. (Low, medium or high resolution)
To help resolving assets according to the screen resolution, libgdx provide the ResolutionFileResolver class.
However, you should also read : https://gamedev.stackexchange.com/questions/24638/resolution-independence-in-libgdx

Related

Blurry web graphics on smart phone - double image size or resolution?

Various web graphics I've created are blurred on high resolution smart phone screens, unlike desktops screens.
Do I need to:
double the image size and programmatically resize it to half
increase the resolution (e.g. 72 to 300).
My understanding is that the latter only affects print rather than digital screens.
Are others experiencing this issue and if so, what it is the recommended work-around?
Your assumptions are correct. You need to double the image size, maybe even a little more if you wanted to get picky as some screen resolutions have 3x or more pixel density than a desktop monitor. Double works pretty well though so I would start there.
Resolution, as in DPI, won't do anything for web graphics on screens besides make the image resource's filesize larger than it needs to be. You could have a resolution of 5 DPI and they would look the same as 300 DPI on a screen. The main issue with lowering DPI for web graphics is when a user wants to print your page, then any images with really low DPI would be very pixelated.
Depending on the graphics you've created you have some options besides your standard image formats. You can use SVG or create your own icon font. Both are vector images so they will look sharp on any device that supports them. Icon fonts are widely supported and SVG is decent but might need a small shim depending on what you need to do.
Double image size.
You should even render image (simple or doubled), depending on the device/viewport resolution.
increasing resolution is quite a complicated matter. Print/digital/dpi/ppi; it could work on a bunch of devices but not all.

Image Folder xxhdpi/xhdpi/hdpi/mdpi/ldpi

Hi Guys And Ladies and the Others,
I develop a project. It have a lot of images. And it just run on 4.0 and above device. So If I resize all of images to xxhdpi, xhdpi blabla, the size of application became very huge. If Am I just create 72x72 (hdpi size), is it just enough ? Or do you suggest anything else ?
Thanks a lot for the answer..
The proper way to do it is to have different bitmaps for each density. This is because high density images are ideally not just high resolution copies: they're custom designed with more detail in. Also, low density devices tend to be underpowered, and so have a hard time scaling down high resolution images.
It does depend on your application and your needs, though. You might find that your application runs at a decent speed, and looks OK, with just one image of each type.
Something else you should consider is whether you can use vector graphics for some of it, or a ninepatch, which will scale automatically.
Lower quality images end up getting stretched on higher resolution screens, which can look pixelated. If you need to cut down on images, there are a number of approaches that I would suggest:
Consider the format. If you need a rasterized image, does it need to be a PNG rather than a compressed JPEG image, for example? Can you get away with using an SVG (which would allow you to support all sizes and resolutions using a single image asset)?
For rasterized images, consider whether you can tune the compression ratio.
Try supporting the highest resolution, and then skip a few resolutions in between and provide some lower resolution images for lower resolutions where details appear lossy or where you seem to be getting a performance hit from downscaling the high resolution image (that is, xxhdpi will probably be fine on xhdpi and hdpi, but then you will likely want to provide separate mdpi and ldpi images).

Turn Off Anti-Aliasing For Bitmap

I've recently started testing for my game on other peoples phones. For some reason the whole game is getting really "blurry" for their phones, but not for mine. All of them has got a higher android version then I do.
I've tried finding a good answer around the web for this, but all I can find is the answer for if you are using the res/drawable folders. I am loading my images from the assets folder with a special load method. I am then stretching them out when I draw them onto the screen with the "c.drawBitmap()". I am drawing using an "android.view.View".
So now, anyone that has the answer for turning the anti-aliasing off for bitmaps when creating 8-bit games. It would be an impossibility for me to resize the images before rendering them onto the screen, because of me creating an image from an integer array, that refreshes with a rate of about 60 fps.
That blurriness, is most probably because of low resolution of your bitmaps. It may be fine on the test device of yours, but when you use them on higher resolution screens you will either get raw/pixelated or blurry/AA'd results after scaling. An appropriate solution is to have different images for different resolutions, or to be more accurate; densities. Android already do the choosing part:
ldpi
mdpi
hdpi
...
I am assuming you know these identifiers.
Put your high resolution image to res/drawable-hdpi, low resolution to res/drawable-ldpi etc.

One high density folder instead of three folders

This is the typical area of supporting multiple screen sizes for android. Basically, in my cards game it was really too much to provide the setof 52 cards duplicated for the 3 folders (ld, md, hd). The reasion is the increased app size by quite a bit.
So I was wondering, if I only provide high density folder then would the device scale down the images to appropriate densities. I mean if all what I was doing before was resizing the images down then the scaling down by the device would be same. right?
If I do that (porviding only high density folder), will the image end up taking the same physical size on low density screen (I am using high density as it is generally to scal down than up).
Thank you
PS: Please don't give me the android website. I want your answer/experience
The answer is, it will scale them down for you, but the resulting images will be lower in quality than those provided at the correct density, depending on how it is downscaled and by what percentage. It may or may not be that noticeable depending on the type of graphics, but fine lines and single-pixel details will be most noticeably different.
I have a game card too and i have put all my high-res cards in res.raw.
It should be the same in drawable-nodpi.
On all the device tested, the cards render very good. The phone just scale the cards up or down depending on the screen size.

Mobile Pixel Density: multiple image size or serve everyone the high-res image?

I'm looking at how to make images look good on android and iphone devices with high pixel density, and I keep running across two ways to do it - one is to have separate stylesheets that serve up bigger images for hdpi phones, and scales down in the css to the right size.
The other is a suggestion that you serve everyone the hdpi image and scale down, and people with low res phones will still see a nice looking picture, they're just downloading more than they need to.
It seems like maintaining 3 different stylesheets (low, medium, high) is a huge waste of time so I'm leaning towards the latter. Is there any reason not too?
Instead of maintaining 3 different stylesheets, you could use SASS/LESS to add some logic to your CSS files and automate the process and use some server side solution to simply swap out path depending on detection.

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