https://www.youtube.com/watch?v=dbwgP6PC4goI watched the link above which explains references atlases.
Is their purpose to reduce the run-time memory footprint and reduce the number of pixels being processed on lower end devices (thus increasing performance)?
If I ship a game with multiple versions of the same atlas (SD, HD, ultra HD), then those textures are all going to take up hard disk space, so that actually is a negative because it increases the app's size.
My plan for my story book app was to just make one atlas with everything at iPad 4 size and then let NGUI just scale all the elements down for iPhone4, iPhone5, iPad2, iPad3, iPadMini.
My app is pretty simplistic (background image and text on each page) so I'm thinking perf won't be a huge problem.
Is there a good reason why I should abandon my plan and go with reference atlases?