Hi, I have tried countless amount of times to turn it on, I mean, how can I run my app on the new ipad at 2048x1536, it is always scaling up the app content times 2 and if I try to scale down the whole stage >> 1 (or / 2) of course all images looks blury and horrible, any idea? any one?
something very interesting to mention is that apps made in Adobe Air looks looks slightly better on iPad2 than iPad3, because the whole content of the air app is being scaled x 2, especially on vector content like Textfields fonts, etc... this is weird, it doesn't seem to happen on native apps.
any thoughts about this?
My new iPad didn't arrive yet, but one difference between what you are doing and what a native app is doing is that you may be using regular fonts and native apps are using device fonts. How is the quality of the text if you use _sans as the font?
hi, thanks for answering... let's forget about what I said about fonts, etc... I am just trying to make it work, make my app run at 2048x1536 instead of (1024x768 scaled x 2), any thoughts? cheers.
hi, thanks! let me know if you find anything, I wish it is as simple as that, set requestedDisplayResolution to 'high'... I have tried absolutely everything. desperated I ahve even tried setting the new images acording to apple, it shows the launch image (at the correct size) and when it initializes the app, goes back to 1024x768 and scale it up...
Is the layout wrong? Does it look like an iPhone size image blown up? I would have thought that it should look at least as good as the iPad 1.
Still no sign of Mr Fedex here, so I can't check for myself yet!
I have tried out our Air app on it and it really looks fine. We use pngs for a number of buttons and also display pictures. That all looks as good as iPad 1. The labels and text buttons are perhaps a little "fuzzy" compared to iPad 1, but nothing near a deal breaker.
I thought it would be a bitmap issue.
Are we talking like old ipad apps are now acting like running an iphone app on an ipad with that little (2x) button? Doubling the size and getting all blurry?
Its not as bad as the 2X button.
It's basically the regular iPad version running on the new iPad. What my concern is .. is that I have a lot of stageWebView elements... and all of these look fantastic with all the HD support. What looks horrible is seeing those screens on the same stage as my now low res PNG's and Text.
Please Adobe fix this!
There is no 2x button, it is more like running a 3GS optimized app on an iPhone 4.
I could see how a mismatch of some HD elements and some not could look bad, but for many use cases I think the current Air implementation will work for a while. That being said, I'm also looking forward to an SDK update that build out to iPad 3 resolution.
Guys! it is not too bad, but if you pay attention on it, Aobe Air apps looks slightly better on ipad1 and ipad2. the whole Flash content is being scaled x2 on the new ipad (ipad3) which is not too bad, now... all I am trying to do is running my app compatible to 5.1 retina display on this ipad, which means, I want to run my app 100% scale (not forced 200%) and place a bitmap on the stage 2048x1536 covering the whole screen, and it needs to look ultra-mega-fantastic! any ideas? any thoughts?
Well, 3 cheers for those who are vendors and know their clients are going to open budgets to update their precious apps for the new screen. And, sorry folks, for the people who's own app is being tarnished by this. I'm sure Adobe fille fix this as we're all anticipating CS6. CS5.5 is already so antiquated it's almost going to be a complete mandatory update anyhow and Adobe (as well as us) KNEW the new ipad would have retina. No worries..
I think all we need for now before any new CSx version... is make the ADT look at something like this <requestedDisplayResolution>ultra-high</requestedDisplayResolution> so we can make proper apps for the new ipad
To run at iPad retina resolution you have to set the requestedDisplayResolution to high and link to the iOS 5.1 sdk when compiling your app - use the -platformsdk compiler setting to do that. -platformsdk only works if compiling on MacOS.
This is a screenshot of my name in the credits part of a Flash app. The top half of the image is the new iPad at life size, the bottom half is the iPad 2 at 200%, to make them the same size:
This wasn't built using the 5.1 SDK trick. The text was set to _serif, in the hope that would then use the device fonts. I'll try another test with fields that have regular embedded fonts.
It could be that the 2X scaling on the new iPad is better than the 2X scaling in Preview. Or, it may be that the device font is being used. Whatever the case, the lettering looks like it has more detail.
I'm using renderMode=direct, and with that the performance is similar to the iPad 2.
it doesn't sound complicated, it most be something really simple to do ... all we need is downloading the new Adobe Air 3.2.00000000000001 which acepts <requestedDisplayResolution>ultra-high</requestedDisplayResolution> lol!!! crossing fingers, this day is gonna be monday.
It seems hopeful that building the app with requestedDisplayResolution set to high, and using the iOS 5.1 SDK should make the new iPad know to work at 2048x1536. I'll probably test that tomorrow, but in the meantime the quality I'm seeing is already very high, and we won't feel bad if we ship the app as it stands.
This image shows text on the iPad 2 and new iPad:
The lower, pixellated looking one, is the iPad 2. The upper, softish, but nicely antialiased one, is the new iPad. When viewed at life size the text looks pretty good. The iOS 5.1 build will hopefully keep the nice antialiasing, but sharpen the text a little.
i guess i need to try to reduce stage size maybe it will help
Whats direct render mode? Do you think there might be differenve between 3.1 and 3.2? i thought only difference is multithereted video rendering?
RichardLord, I have tried your solution without success. I set the requestedDisplayResolution to high, added the IOS5.1 SDK on the Native Extensions dialog (Flash Builder 4.6), substituted my background graphic and a couple others with retina iPad artwork, and added a 144px icon.
The first thing I found was that I can't actually do a 144px icon, but it seems to permit use of a retina iPhone 114px icon and that looks pretty good.
The second thing I found is that all my elements are being stretched despite being set to NO_SCALE. This includes the high-res artwork.
acrowne - I didn't use the native extensions dialog in Flash Builder, I used the command line to build the .ipa. I also used the Air 3.2 SDK but I don't expect that is a factor. I only built the project I am currently working on. The difference when compiling against iOS 5.1 was distinct with vector graphics clearly rendered at a higher resolution than when compiling against iOS 5.0 or when running on an iPad2. I didn't have time to do more and the iPad is at work so I can't investigate further today.
I did not use the command line, but rather Flash Builder's interface. But reading Adobe's support materials, I gather that in the Native Extensions dialog, setting the Apple iOS SDK is the equivalent of setting -platformsdk. So I set that value to point to my copy of the iPhoneOS5.1.sdk. Below is my sample project code. In the application descriptor file, the only thing I changed from the default is my project id to match the provisioning profile and adding <requestedDisplayResolution>high</requestedDisplayResolution> to the iPhone xml tag. I tested this out on my iPhone 4 and it worked great. On the new iPad only the top corner of the image appears on the screen because of the scale. I am using AIR 3.1, so unless the 3.2 beta includes a fix, it seems that Adobe needs to produce an update before AIR supports the new iPad's display. Please tell me if you find anything I missed.
public class RetinaTest extends Sprite
private var bgdImg:Class;
private var bgd:Bitmap;
public function RetinaTest()
// support autoOrients
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
bgd = new bgdImg();
I confirmed my test this morning. Specifying the iOS 5.1. sdk in the platformsdk setting works. I wrote a blog post with details of the test - http://www.richardlord.net/blog/using-the-ipad-retina-display-with-ado be-air
acrowne - Don't know why yours doesn't work. All I can think is perhaps Flash Builder ignores the platform sdk if you don't have any native extensions that need it.
RichardLord, I can confirm that running the identical test I posted above using AIR 3.1 but using the command line instead of Flash Builder produces a retina version of the app. I am going to try out making a placeholder native extension and see if that will force Flash Builder to include the -platformsdk line, which I am presuming is being left out.
Thanks for the blog post. Great info.
Are you seeing this problem with Flex Mobile projects where the app
compiled using the -platformsdk shows up Retina display, but the app
itself is extremely small on the screen? Or are you just using
ActionScript mobile projects?
I'm going to post this on the Flash Builder forum and see if I can get
Success! So after including Adobe's sample vibration Native Extension (here) in the build and setting the requestedDisplayResolution to high, I am able to use Flash Builder 4.6 to build retina enabled iPad apps. Thanks RichardLord for the help.
iBrent, I am currently just doing an Actionscript Mobile project, not a Flex Mobile project. But it seems that as long as there is a native extension present, it will include the -platformsdk if you have specified an SDK in the Native Extensions dialog.
My Stage is at 1024x768, set to High Res. If I import 2048px images and drop them on the timeline, and scale them down to fit,
any ideas if that will look good?
The next issue is this: Will the larger images slow down our apps? i.e will Flash be able to handle it? I'm not sure if the iPad 3 cpu is
faster, but the earlier models might take a hit.
Visually, my Flex app looks great on the retina screen compiled with the iOS 5.1 sdk. Performance feels a bit slower. Unfortunately, where it was solid with the iOS sdk that comes with Flash Builder 4.6, it hard crashes (i.e. throws the user completely out of the app - no runtime error to debug) rather often under the 5.1 sdk. Same results when using AIR 3.1 and 3.2 RC1. So begins the testing of workarounds.
Just finished successfully building my first iPad3 supported app after migrating from FB4.5 and Air 2.7 to FB4.6 and AIR3.2 RC.
This also required me to update to Lion OSX in order to install the latest XCode which has iOS5.1. It was a very long day.
Our app looks great now on the new iPad, but initial performance appears to be terrible. Especially during screen transitions where I'm animating a large number of images.
The app still runs smoothly on my iPhone3GS and iPad2, so it seems that the iPad3 doesn't handle animating the larger images very well.
Also has anyone figured out how to support a 144x144 icon when you compile your app using the IDE? At the moment if I attempt to add a <image144x144>icon144.png</image144x144> tag to my -app.xml file this causes an error to be thrown when trying to build the app.