title: Sprites of SKSpriteNode are blurred only on the iPhone 7 Plus real machine
body: <p>I'm making a game app with SpriteKit and latest Xcode.<br>
  I want to display single color sprites in pixel perfect.<br>
  I tried the following code.<br></p>
  
  <pre><code>let sprite = SKSpriteNode(color: SKColor.gray, size: CGSize(width: 16, height: 16))
  sprite.anchorPoint = CGPoint(x: 0, y: 0)
  sprite.position = CGPoint(x: 100, y: 100)
  sprite.texture?.filteringMode = .nearest
  addChild(sprite)
  </code></pre>
  
  <p>In most cases, it was ideally displayed.
  (Specifically, it is all iOS simulators, real machine of iPhone 6s, iPod touch, iPad.)<br>
  However, in iPhone 7 Plus real machine, it is blurred like the image below.</p>
  
  <p><a href="https://i.stack.imgur.com/Snxft.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/Snxft.png" alt="enter image description here"></a></p>
  
  <p>I understand that it is impossible to display pixel perfect because the image of 1242 x 2208 pixels is downsampled to 1080 x 1920 pixels in iPhone Plus series.<br>
  But the screenshot should be pixel perfect because It get 1242 x 2208 pixels before downsampling.<br>
  I can not try it because I do not have it, but I think it will be the same result on the iPhone 6 Plus real machine and iPhone 6s Plus real machine.<br></p>
  
  <p>Is there a way to solve this?<br></p>
  
  <p>My English is not good.<br>
  Thank you.<br></p>
  
  <hr>
  
  <p>I tried the idea of @Knight0fDragon.<br>
  I arranged sprites with a height of 0.666667 in 20 senses.<br>
  I tried SKView size at 414 x 736 and 360 x 640.<br>
  As a result, although it is not pixel perfect, it got much better.<br>
  However, the size of the screenshot is still 1242 x 2208 pixel.<br></p>
  
  <p><a href="https://i.stack.imgur.com/Cadgp.png" rel="nofollow noreferrer">https://i.stack.imgur.com/Cadgp.png</a></p>