Limiting your app to iPhone 4 and iPad

Like the title says…Is there a good way to target only iPhone 4 and iPad only? I’m contemplating an SD and HD version of some upcoming apps, but really want to show off in the HD versions.

Not iPod touch 4 or iPad 2 or tomorrow’s iPhone 4s and iPhone 5?

I just mean iPhone and iPod 4 or better.

Use the gyro and require it, thats the only thing that cuts 3GS.

Just keep in mind that ipad1 and itouch4 have only 256mb of RAM and that itouch4, iphone4 and ipad1 have a pretty bad gpu for their resolution. It often leads to the situation where the 3GS actually outperforms the 4th gen as the fillrate bottleneck is far less a problem there. The only case where 4th gen and ipad1 can win is when it comes to physcis and pure cpu stuff

Just in case you didn’t know: 3GS, 4th gen and ipad1 all use exactly the same graphics chip etc, just that 4th gen and ipad have to render 4 respectively 5.2 times as many pixels as the 3GS on this very same gpu (that was designed for 480x320, not retina and ipad resolutions)

Excellent, thanks for the info dreamora… Im contemplating ways in which I can scale my newest app to be universal, but use the higher resolution and graphics options automatically. Would you recommend ‘Highest Resolution Available’ over a ‘Native Device Resolution’ in the unity editor?

Um, correct me if I’m wrong but the iPad 1 doesn’t have a gyro, does it? So you would end up cutting it out as well as the 3GS if you required a gyro.

Any other thoughts on this? I have exactly the same question. I would like to support 3GS, but it requires a huge redo of my UI. My UI looks great on the IPod touch and IPhone 4.

Doesn’t the IPad have a gyro? I was under the impression that it did. How else does it know that you are flipping it around and play those table top, balance ball games?

Gigiwoo

I’m considering a medium/low res that has retina and other graphical upgrades if they are detected, then an HD version of the app for iPad. Though I would love to know how to make a universal app with HD on gen4 devices and up.

What I often did when faced with the fillrate issues on the Touch 4/iPad was to render everything in the low resolution, but then antialias the display. Most of the time, I did not notice an appreciable performance hit, and although it was not quite as sharp as using the high resolution modes, it certainly looked far better than without AA. YMMV performance wise, of course.
As for the universal app with HD, you could use iPhoneSettings.generation == iPhoneGeneration.xxx to query the device and set things like the resolution of the display and load different assets (models, textures, etc) on the various devices.