Available now, you can download new emulator images for Windows Phone 8.0 Updates 2 and 3 from the Microsoft Download Center, and install them on your existing Windows Phone SDK 8.0 installation.
Update 2 Emulators: Windows Phone 8 Update 2 (8.0.10322) emulator images have been updated to support development environments that only have Visual Studio 2013 RTM installed. If you already have the original Windows Phone 8.0 Update 2 emulator images on your machine, you don’t need to download this update; the only change is that the installer has expanded Visual Studio targeting to include the RTM release of Visual Studio 2013.
Update 3 Emulators: This is a new set of emulator images that correspond to Windows Phone 8 Update 3. In addition to updating the current emulator resolutions (WVGA, WXGA, and 720p) to 8.0.10512, Update 3 also includes a ‘1080p’ emulator that you can use to test how your app renders on a 1080 x 1920 resolution screen, whether to deliver HD media (video or images) or to provide an app layout tailored to the larger screen.
As with earlier Windows Phone emulator installations, these emulator updates are optional downloads for Windows Phone developers, and they require either (a) Visual Studio 2012 Update 3 or (b) Visual Studio 2013 RTM, with the Windows Phone SDK 8.0 installed. Installing a Windows Phone 8.0 Update 2 or 3 emulator set does not replace or update earlier instances of Windows Phone 8.0 emulator images that you might already have installed. This way you can keep multiple versions of the Windows Phone 8.0 operating system on your machine (if that’s how you roll). You can remove Windows Phone 8.0 emulator images from your machine at any time. In Control Panel, go to Programs and Features, and then uninstall the relevant emulator update.
Happy New Year!Cliff
Direct3D apps aren't properly detecting 1080. I tried the sample at msdn.microsoft.com/.../jj207012(v=vs.105).aspx under the 1080P emulator and it's showing 720x1280. How do we get access to the full resolution?
@Cliff It worked! Though I had to set the value to 1024 and it is slow as hell but at least I can see how my "Multi Window" app looks on 1080p screens www.windowsphone.com/.../a11e1735-3b46-4d9b-a687-bf141640fe93
I made a free app on Kodaline..check it out here- http://bit.ly/KnVRTi
I'm doing it as part of a college assignment and I get marked on the amount of downloads it acquires.
Would really appreciate any downloads!!
@Imperial - Try this workaround for the emulators - support.microsoft.com/.../en-us
@Cliff I figured that might be the case. The Windows 8 way of doing things, with a self hosted VM instance will probably be ported over for 8.1/ And hopefully we will get that at Build this year.
For now there are not so many 5-6" devices out there for it to be a significant concern - 720p assets will be fine for now with apps.
The Update 3 emulators don't seem to be available in C++ native only project templates, only using the C++ / XAML templates under VS2013 Update 1 RC. Should they be and if so how can I get them to show up?
@Martin - The current Windows Phone 8.0 emulator isn't well equipped to handle rendering at a given device size. The best way to deal with that in 8.0 is to likely set up some device size variables within your app (e.g., in your base view model) and do some setting as your app starts to detect the device size and set that variable at runtime. And, within that code, you can do something like 'if running in debug and 1080p resolution, then behave like a 6" device' - I do something similar with my apps around loading in mock web service data when running in the emulator (and I'm on a plane :) ). The upcoming emulators for the next release will better handle emulating device size, but it's a limitation on the current set.
@Imperial - I totally hear your frustration - the issue primarily surfaces because the 1080p OS is a 2gb memory image. There are a number of pain points with the emulator attempting to allocate all of the memory for the emulator before initializing the OS (also an issue when attempting to run multiple emulators and/or running an emulator with Outlook and Photoshop open). The engineering team is well aware of the need to go back to the old emulator memory allocation model - and I believe it is scheduled for being fixed this calendar year (although I dare not commit any further than that). In the meantime, let me check with the team and see if there's a workaround for forcing it to load as a 1gb image.
this is very very disappointing. The 1080p emulator requires a pc with lots of memory (more than 4GB). My 4GB laptop that is my only "modern" pc cannot run that emulator. Please could you try to lower the memory requirement to run at least on 4GB RAM PCs?
So you decided not to include an Emulator image for testing apps running on devices with 6" screens. The 1080p image runs the standard UI, and not the adapted UI for large screens.