Thanks to the async_awake exploit release by Ian Beer from Google Project Zero, which applies to iOS 11.1.2 and lower, users now have the ability to change resolutions on iPhone or iPad running compatible and exploitable firmware.
We'll show you how to do it here. This exploitation alone is capable of doing this. No full jailbreak needed to work.
Without wasting extra time, let's dive in right and see the process. But remember, with great strength comes a higher level of responsibility, so please make sure that you are comfortable with what you are doing here before continuing. This is only for advanced users. Also, there is little risk involved here as not all types of resolutions will be supported or used on your device. Proceed with caution because if you screw it up, you may be prompted to recover using iTunes, and this device will take you to iOS 11.2.1 because Apple is no longer signing iOS 11.1.2 - the firmware is likely to soon get a jailbreak.
By getting out of the way, let's see what exactly you need in order to work. A Mac running Xcode is required. Xcode is a free IDE provided by Apple that can be downloaded from the Mac App Store. Of course there is also the need for an iPhone or iPad running iOS 11.0-11.1.2 firmware.
Step 1: First of all, you should go to GitHub and download the async_wake project hosted by the user benjibobs from here. This project has just been updated to facilitate resolution change.
Step 2: Once the project is downloaded, open it in Xcode. Inside the project file structure, you will be able to see a file named async_wake.c. Go to this file and look for a method / function called shouldChangeResolution. This will come with a boolean value that looks like this: bool shouldChangeResolution = false;
Step 3: You just need to replace the word "wrong" with the word "true".
Step 4: After that boolean has been changed, look for plist file called "com.apple.iokit.IOMobileGraphicsFamily.plist". Here, you'll find some properties that can be changed with the titles "canvas_height" and "canvas_width". Change the value to suit your needs.
NOTE: You may need to sign in to Google to find some good upscale resolutions that match the device you're using. Do not just blindly change these numbers without knowing what you're actually doing.Step 5: Now, use Xcode, compile and run the executable resultant directly on your device. Make sure you have the target set to the connected device and not the iOS Simulator. If it works, you should get a message that says "Resolution changed, please reboot."
Do as you say and reboot the device. Once rebooted, the resolution on the device should be changed to the value you specify in canvas_height and canvas_width.
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