I'm writing a project in Xcode 7 / Swift 2 that it is optimized for iPhone 6/6s (i.e. the project has a launch screen file and launch screen images for iPhone 6/6s).
Fortunately or unfortunately, iPhone 6 users have the ability to turn on the ‘Display Zoom’ setting on device which enlarges elements of the interface. When turned on, this setting effectively enlarges a standard iPhone 5 screen size to fit in the iPhone 6 screen space, upsampling to x1.171875. This upsampling causes elements that are raster based such as images, icons, or views that contain UIBezierPath()
drawings to display blurred (mildly but noticable).
A few questions:
Appreciate any experienced responses on this conundrum. Thanks.
1 - How can I instruct elements (e.g. a UIView) on the Storyboard in code to disregard the Display Zoom setting when the user has turned it on?
2 - What techniques are there to ensure pixel perfect accuracy remains when Display Zoom is on? (e.g. Is it possible to render graphics using OpenGL rendering, if so, how?)
3 - Is it possible to replace a x2 image with a x4 image to reduce any blurring when Display Zoom is on? (i.e. will iOS downsample a x4 image to x2 image on iPhone 6?)
4 - How can UIBezierPath()
drawings maintain pixel perfect accuracy when Display Zoom is on?