I have a universal game written in Swift with about 200 images, which take up around 200 MB of ram. However, on storage they take up only 15MB. On Xcode the size of the default view is 600x600, and the view that my UIImageView is residing in is 200x200. My goals is to have an image that uses the least amount of ram, and uses the least amount of storage space, but retains its quality.
For the ram: Should I run some code to resize the image prior to displaying it in order to use less memory, which I worry may be slightly CPU intensive.
For the storage space: Is there a way I can calculate the image dimensions I would need in order to satisfy all iOS devices?
Or am I looking at this completely the wrong way.