Auto-Scaling work on devices?

So I was noticing some slightly strange discrepancies with the size of textures for any given run on the simulator. For example, on 6 everything fit into the bounds of the screen fine, but when I ran it on 6s, a device that has the same screen size, the textures had been sort of inflated.


After going to Window --> Scale I found that for all the 6-series phones, there was some kind of scaling going on. For the 6 and 6s it was 75% and for the 6 plus and 6s plus it was 50%.


Is this ok? Will this render properly like it did on the sim when it ports to a device? If not, how can I quickly fix this without designing a bunch of new textures and writing new code?

Does it look okay if you set the scale on the simulator to 100%?

Did you employ the requisite iPhone 6.x launchimage?

When I set the scale to 100%, all the textures are way too big an going off the screen and little sliders come up on the right and the bottom. I can't tell if this is because my physical monitor is too big and it is scaling it like that for my viewing pleasure, or if I designed the textures too big.


I mean, it was scaled at 50% and 75% automatically. Why would it do that? Did I design my textured incorrectly because of the zoom? Will this render properly?


It is automatically scaling down the larger iPhones and the iPads. Is this ok and being done just for my monitor, or will this have an effect on how it ports to devices?

It's that large because, pixel-for-pixel, modern iOS devices' screens are larger than those of most Macs. The scrolling is completely normal. When you set the scale to 100%, you are seeing the exact pixels that will be drawn on the actual device, instead of having the Simulator apply its scaling algorithm (which, I've heard, isn't that great).

Auto-Scaling work on devices?
 
 
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