I have a universal iOS game built with cocos2d-iphone that has a large number of small images (amongst others). For these small images, the game works fine with a 1:2:4 ratio for iphone:ipad/iphone-retina:ipad-retina. I have two approaches to enable this in the game:
A) Have three sets of sprites/spritesheets - for the three form factors required and name them appropriately and have the images picked up
B) Have one set of highest resolution images that are then scaled depending on the device and its resolution aSprite.scale=[self getScaleAccordingToDevice];
Option A has the advantage of lesser runtime overhead at the cost of high on disk footprint (an important consideration, as the app is currently ~94 MB). Option B has the advantage of a smaller on disk footprint, but the cost is that ipad retina images will be loaded in memory even for the iphone 3gs (lowest supported device).
Can someone provide arguments that will help me decide one way or the other?
Thanks