how to get the maximum fps in ipad? - cocoa-touch

I have developed a game for iPhone using coco2d 0.99.3. I want it to work on iPad. I have the new images which are bigger in size and resolution than iPhone images.
Every thing is fine, but I got the fps problem. In iphone simulator I used to get 50 - 60 fps and even in iPhone device I used to get 50 above fps.
But, in ipad simulator the fps is very low, it is below 10fps. I could not understand where is the problem. What should I do to raise the fps ?
Thank You.

this is a common phenomenon among other developers (including myself)
BUT it's nothing to worry about; fps on the real iPad are much higher than the simulator. However, this only seems to happen with large images, so I don't add them till the very end of the development process. You can get reasonable results by doing so.
hope this helps

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iMac 10.9.5 Mavericks making high-pitched sound when viewing samples of some processes

Does anybody have an educated guess into why my iMac 10.9.5. Mavericks is making a high-pitched sound when I am viewing samples of processes? Latest to do this was a sample of font daemon "fontd" run by atsserver (apple type service server).
It seems very weird since, if I drag the window of the sample so that it is not visible on the screen, the high pitch noise stops – and immediately when I drag the window so that I can see the sampled text, the sound comes back. The pitch is very high, somewhere around 18kHz. Many times it seems the samples that make the noise seem to have the DataDetectorsCore associated.
The sound only comes when viewing the sample of the process in the Activity Monitor. So if I save it as text and view it then, the sound is not there.
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How ReactNative Tablet Support works?

I have currently placed 1x, 2x, 3x images . It look fine in all Android & Ios Phones. But when it comes to tablet, all the images are looking small in size.
You have to make the 4x images too for the biggest like tablet
My advice for this is to use as much as possible the vector icons to avoid this kind of trouble at least for icons.
Check this post out : https://github.com/facebook/react-native/issues/4041

SKSpriteNodes are showing up different sizes on a real iPhone

I am making an app, and recently, out of the blue there has been a problem.
When I ran my app on my iPhone, (which I have been doing fine for the last few weeks) the images show up at completely different sizes.
For example:
The start button on the Xcode simulator is xScale 2.0f. On the iPhone it shows to be roughly half that size. I keep all the images in a .atlas file, and they are all .png. I am using sprite kit as well, and the iPhone I am using is on iOS 7.
Here is what I'm getting:
Unwanted result (As is on iPhone)
Here is what I would like:
Desired Result (As is on simulator)
This has also happened throughout the app, with other sprite nodes. Does anyone know how I can fix this problem? Thank you in advance, and I would have posted screenshots if it wasn't for the 10 rep limit.
Edit:
I have now got most of the images working, by creating a #2x version of all the images.
But there is still one graphic that is this time TOO LARGE on the iPhone. Thank you for all your help so far, does anyone know how I can make that one image smaller on the iPhone?
Your PNGs need to be labeled with a 2x or 3x. This is Apples way of accounting for the retina screens.
"ImageFileName#2x.png"
for Iphone 4,5,6
"ImageFileName#3x.png"
for Iphone 6 Plus
If you have no extension, Apple will assume it should make your image 2 or 3 times bigger to account for the extra pixels in the retina displays. If you add the #2x or #3x, Apple assumes you provided the image already accounting for the retina pixel count.

Can iPad2 use images of resolution 2048 x 1536 with no aesthetic problems?

I am developing an iOS application for iPad. Currently I am using images of resolution 2048×1536 px (iPad3 resolution). If I run this app on iPad2 or iPad1 will it get fitted to its resolution (1024×768 px)? Or should I use a 1024×768 images and specify image#2x for iPad3?
Since I only have iPad3 , cannot know how the images will be seen in the lower resolution devices. But it should work perfectly on them too.
Any help greatly appreciated. Please cite your sources.
You could try this in the simulator if you don't have a non-retina device.
It's certainly possible and will usually look fine (at least for photos, text and icons may look worse when scaled down), but you are wasting quite a lot of memory which is pretty scarce on an iPad 1 (it only has 256 MB), so you should usually also include non-retina images.
Automatically scaling down images typically results in visual artifacts, which is why the SDK includes an easy way to include different versions of any image, instead of just a single big one.
As far as I know, all iOS devices (within the same family) have resolutions that are multiples of each other so automatic scaling artifacts are somewhat mitigated, but it is still best to include the correct resolution.

Managing resources in a universal ios app

I am developing a cocos2d game. I need to make it universal. Problem is that I want to use minimun amount of images to keep the universal binary as small as possible. Is there any possibility that I can use same images I am using for iphone, retina and iPad somehow? If yes, how can I do that? What image size and quality should it be? Any suggestion?
Thanks and Best regards
As for suggestions: provide HD resolution images for Retina devices and iPad, provide SD resolution images for non-Retina devices. Don't think about an all-in-one solution - there isn't one that's acceptable.
Don't upscale SD images to HD resolution on Retina devices or iPad. It won't look any better.
Don't downscale HD images for non-Retina devices. Your textures will still use 4x the memory on devices that have half or even a quarter of the memory available. In addition, downscaling images is bad for performance because it has to be done by the CPU on older devices. While you could downscale the image and save the downscaled texture, it adds a lot more complexity to your code and will increase the loading time.
There's not a single right answer to this question. One way to do it is to create images that are larger than you need and then scale them down. If the images don't have a lot of fine detail, that should work pretty well. As an example, this is the reason that you submit a 512x512 pixel image of your app icon along with your app to the App Store. Apple never displays the image at that size, but uses it to create a variety of smaller sizes for display in the App Store.
Another approach is to use vector images, which you can draw perfectly at any size that you need. Unfortunately, the only vector format that I can think of that's supported in iOS is PDF.