OK. Measurement in iOS4 (and likely above) has a
2:1, point:pixel ratio so '
one point' (1pt) equals '
two pixels' (2px). It looks like the 'resolution' in terms of the question posed above doesn't matter as such except in relation to there being more 'pixel/point' content onto a screen that's physically the same size on all generation of devices, so older gen devices have an effective display of
320x480 points, whilst the newer ones effective have
640x960 points, both displayed on a screen that's approx 75x50mm physically (active area).
There seems to be a caveat to the above though in that it tends to be applicable to 'generated' graphics and not bitmaps, which it's suggested, should be treated as you would normally when making content. Some key points from other developers are;
- Follow the power-of-two rule - do NOT use arbitrary size graphics for the same reason you wouldn't for 'normal' game development
- Apple advise not going above 1024x1024 for individual textures due to memory usage...
- ... which should be kept to a minimum, under 20-25mb seems to be a common limit
- Using texture 'sheets' seems the better approach to art work...
- ... so where ever possible combine similar textures into fewer larger image instead of using lots of smaller individual images (batching?)
- Main format for images *.tif, *.jpg, *.png, *.bmp (note. JPEG images likely need to be saved NOT using "pregressive compression")
- Apps do better the smaller they are, keep in mind mobile and limited bandwidth connections and network access
- Keep unique texture calls to a minimum - re-use, repeat and tile
- Keep alpha channel usage to a minimum
- Polycount per view/scene should be under 10k (think Quake3/UT - 5/6k being upper limits which you don't want to be going over too frequently for the polygon budget)
If you developed content/mods when 32k/56k modem/phone line access was the norm, that seems to be the general consensus with regards the 'mindset' (for want of a better way of putting it) developers need for making content for iOS devices.
Some other links to useful info
http://globalmoxie.com/blog/designing-for-iphone4-retina-display.shtml