Cap rendering resolution on high-density phones
The practical problem
High device pixel ratios sharpen art but multiply backing-store pixels and memory use. A phone at DPR 3 does not necessarily justify full native-resolution particles.
Implementation protocol
Keep logical game coordinates separate from backing pixels. Measure DPR 1, 2 and 3; cap DPR only after a visual comparison, and reset transforms on resize.
Worked scenario
An 800×500 logical canvas needs about 1.6 million pixels at DPR 2 but 3.6 million at DPR 3. Device cost grows with area, not CSS width alone.
What could go wrong
Repeated scale calls after orientation changes compound transforms and misalign hit testing.
Acceptance criteria
Verify button-to-beam alignment after rotation.
Source material and evidence boundaries
For the topic Cap rendering resolution on high-density phones, use the sources listed below to check relevant methods. Any worked figures illustrate a scenario, not measured MojPlayWin performance. Consult the shared evidence standards before applying the method.