title: iPhone 6 - Using precisely sized images through naming convention
body: <p><a href="https://developer.apple.com/library/ios/documentation/userexperience/conceptual/MobileHIG/Iconography.html#//apple_ref/doc/uid/TP40006556-CH59-SW1" rel="nofollow noreferrer">Apple's HIG</a> has the following to say regarding graphical assets for iPhones:</p>
  <blockquote>
  <p><strong>Support the Retina display</strong>. Make sure that you supply high resolution assets for all artwork and graphics in your app. In particular, supply @3x assets for iPhone 6 Plus and @2x assets for all other high-resolution iOS devices.</p>
  <p><strong>Display photos and graphics in their original aspect ratio</strong>, and don’t scale them greater than 100%. You don’t want the artwork or graphics in your app to look skewed or too large. Let users choose whether they want to zoom images in or out.</p>
  </blockquote>
  <p>Looking at this and other related sources, I take it that for general graphical assets, the iPhone 6 will take the same @2x retina images of 640x1136 size and scale them up to its own 750x1334 size. Is this correct?</p>
  <p>What I would like to know is whether there is an easy way (e.g. through some naming parameters like @2x or -568h) to include separate assets at the 750x1334 size and FORCE iPhone 6 devices to use them instead of scaling up 640x1136 assets.</p>
  <p>Note: I'm aware that this can be done by identifying the device in the code, perhaps defining a category, and pointing to a special image depending on the device. Just wondering whether there is an easier way without coding.</p>