Continue to support iOS 6.x?

Hi, I’m about to start developing a new game. Now that iOS7 is out and drops support for iPhone 3GS, I’m wondering if I should set the minimum iOS requirement for my game to be iOS7?

This would mean that I would effectively be dropping support for the iPhone 3GS. Would that be foolish? Is the iPhone 3GS user base still large enough that I would be missing out on a significant amount of sales of my game?

Furthermore if I set the min to iOS7, then should I design all of my graphics to be optimized for a screen resolution of 640x960 (not bothering with 320x480 optimized graphics)?

Thanks

PS. Did you see this interesting article?..
http://techcrunch.com/2013/09/17/apples-app-resurrection-feature-great-for-customers-but-opaque-to-developers/

iPhone 3gs and iPod Touch 3rd gen make up only 2.2% of users.

However if you don’t support iOS 6 you also lose out on iPod Touch 4th gen, which is 7.9% of users.

Thanks for the info!
Then it sounds like I will NOT support iOS 6.x
With that said, do I just name all of my graphics as “name@2x.png”, and NOT have any graphics as “name.png” (since my game will only support retina displays)? Or am I wrong in my assumption that all iOS 7.x devices have retina displays?
Thanks

iPad 2 and iPad Mini are the two devices with iOS7 and no retina display. How you name your graphics is really an arbitrary thing. Depending on the game type it may not be necessary to have two sets of graphics.

Thanks! Sorry when it comes to iOS I’m a noob (I started out with Android). By the way I’m going to be creating a 2D side-scrolling game.

Anyway, I thought that when you submit a game to the Apple store, it looks for graphics named with “@2x”. Is this no longer relevant?

You name your graphics whatever you want; Unity doesn’t use PNG internally nor does it use any @2x naming conventions, nor has it ever done that.

–Eric