,
Here is a bit of an unordered stream of consciousness on subject:
What we’ve done internally is to author assets for retina resolution and ensure that they look good scaled down to lower resolutions as well. You can adjust texture settings per category for different device profiles to prevent loading top mip level to save some runtime memory too, was a huge help on Infinity Blade where it used several different categories for different textures and dropped some by one mip and others by more than one (on lowest end devices).
Regarding adjusting view, camera logic in Tappy Chicken Blueprint demonstrates how to adjust camera to scale between phones and tablets while keeping a nice pixel multiple visible to avoid aliasing artifacts. I’d like to see us ship a number of additional built-in camera variants for sort of automatic adjustment but I don’t know when that might happen.
However, RE: your idea of picking different textures at runtime, you might be able to abuse localization system to do something like that (creating a phone dialect and tablet dialect for each actual localized language you are targeting), as I think it has provisions for changing out any asset (not just textures) based on locale. I don’t know any details on how that works though.
guys working on UMG have been planning how to handle different resolutions and aspect ratios in a nice, easy to author manner and have some good ideas. I’d suggest jumping to one of UMG threads or starting a new one for that aspect though, we’re trying to minimize duplicated effort between UMG and Paper2D.
Cheers,