I have a 27" (2560x1440) and 26" (1920x1200). Since they are different aspect rations and densities, it is a little but of a weird transition... even though they are about the same height.
Well, the date is set for the 3DS, here's the video: (Feb. 26 in Japan) [ame] http://www.youtube.com/watch?v=Ggta_FpzQOg[/ame] I found it a bit creepy to be honest.
Splitting normals before baking is a good process. We have a bit about why this is important: http://wiki.polycount.com/wiki/Normal_Map_Modeling#Smoothing_Groups_.26_Hard_Edges Also some great examples here, along with info on why those extreme gradients are best to avoid…
Quite fancy stuff... good for indies and big companies and their developers. http://blogs.unity3d.com/2013/03/26/unity-and-facebook-are-now-in-a-relationship-and-its-awesome/