Majid Bashir
Majid Bashir

Reputation: 568

iOS: minimum image resources necessary for ios application using size classes

This question might be a duplicate, but I couldn't find any reasonable answer.

I am developing an app that supports all iOS devices, for which I have to import image resources for every device.
If I use image optimizer, it will destroy quality of images.
Currently my app consists of iPhone 5, 6, 6+, iPad and iPad retina images, which costs me about 20 MB space in my application.
How can I reduce this size?
E.g. by removing iPhone 5 or iPhone 6 images, will the application work fine or not?

Upvotes: 0

Views: 178

Answers (3)

Jesper Schläger
Jesper Schläger

Reputation: 375

This will all entirely depend on the design of your application. @3x graphics are for the iPhone 6+ only (for now), and the resolution on the device is so high some users might not notice that the @3x graphics are missing. You might also be able to "re-use" some of your iPhone graphics for the iPad (for example you could use the iPhone @2x graphics for the iPad non-retina). But again, depends on your graphics design.

Upvotes: 1

Evgen Bodunov
Evgen Bodunov

Reputation: 5926

No, you have to store iPhone 5,6,6+ startup images just to disable scaling.

  • Remove redundant orientations from startup images.
  • Try to use ImageOptim to minimise png images. It uses lossless optimisations.
  • Try to use lossy optimisations for images if they are still too big.
  • If you use clean background in your app, save startup images with only background colour without UI, and make sure that app start fast. It will look OK.

Upvotes: 0

gauthier
gauthier

Reputation: 9

I don't know how you use this images, but If you want reduce the size of your app there are, for me, two solution.

  • Check if the size of your images are not too big (the size of your UIImageView x2 will be enough).
  • Get the images by downloading the right image and store it in the device.

Upvotes: 0

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