But this is 32 pixels, and it’s 48 pixels! Not ideal, is it, having to constantly multiply by two or three? I don’t know about you, but I could do without the constant math. This issue becomes obvious pretty quickly when you’re working or Suppose you’ve set out to make a text box with the font set to 16 pixels. Then, multiply this by the 20 to 30 documents in your project!įrom a performance standpoint, it’s very clear that working at Retina is going to cost you some serious RAM, CPU and disk usage. But once you’ve got some serious smart objects and layers going on, watch out! Let’s take the example of a PSD that is 100 MB. The size on disk went up by 280% for the and up by 590% for the Now, in our blank PSD this is only an increase from 60 to 358 KB. This directly affects memory usage, which itself goes up by four times and nine times! For our blank PSD, this went from 2.25M to 9M and then 20M for but not least, it also needs to store all of these extra pixels. Table showing number of pixels, size on disk and memory for to blank PSDs.įirst, I looked at the number of pixels in the PSDs. Let’s use a tablet with a 4:3 ratio as an example. It’s almost impossible to know whether a pixel is aligned when you are zoomed at 33% or 50%! Suffice it to say, I got pretty fed up zooming in and out like a maniac to get things aligned pixel-perfectly. Shown is the corner of a design at to should you have to zoom in and out constantly to see what’s going on? It also completely ruins pixel-snapping, which works best at 100%. But at the same time, it’s a bit ridiculous, right? You can quickly see the resolution getting out of control. Zoom out to 50% or 33% to see your design at roughly 1:1. Zoom FactorĪt first, this is no big deal. After creating a few screens, I realized in practice this doesn’t work well at all. The general consensus is or So, I set out on my merry way, designing The design would be presented on a Nexus 9 with a 4:3 ratio, so my Photoshop canvas was set up to 2048 × 1536 pixels. Like many other designers, I had been told that one must design at Retina resolution. Now, let’s get into the design of this tablet application. For the iPhone 6 Plus, the icon would be 180 × 180 When talking about or I am referring to using double or triple the pixel dimensions. For the original iPhone, it would be 60 × 60 pixels For the iPhone 4, it would be exactly double, 120 × 120 pixels Now, the latest devices are dipping into triple territory. These represent the Retina buckets for iOS. Throughout this article, I will use the and notation. Here are a few designs for the tablet application. This is about my experience with Photoshop, but it could be applied to Illustrator and other software. I will then explain a way to work that is easier and gives you better performance. I will walk you through the problems I faced in creating Retina mockups to be displayed on a tablet device. I’ve been using it for over 10 years, and it gives me the fastest high-quality output.Īre you designing at “Retina” resolution in Photoshop? If the answer is yes, then this article is for you. The timeline was tight (as always), so I went with my go-to tool, Photoshop. I was to present these screens on the device and also produce a clickable prototype. Recently, I had a project in which I needed to produce high-fidelity screens for a tablet. Throughout this article, he will use the and notation. This is about Murdoch’s experience with Photoshop, but it could be applied to Illustrator and other software. He will then explain a way to work that is easier and gives you better performance. Are you designing at “Retina” resolution in Photoshop? In this article, Murdoch Carpenter will walk you through the problems he faced in creating Retina mockups to be displayed on a tablet device.
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