This has been asked and answered 2x assets many times, and the answer hasn't really changed (but it's hard to keep track of repeating questions when I send from my phone).
If you send assets with a higher scaling factor than the target device, they will be displayed just fine. But their real-time scaling has a performance cost — they use more memory, they need more time to load onto the GPU, they take the GPU time to render. Some of these costs are trivial, others are not. (Remember, a 2x image is 4x of 1x data and a 3x image is 2.25x of 2x data.) And they add up for every image in your application.
Most importantly, devices with a lower scaling factor are those that have less CPU / GPU / memory resources spent on scaling.
So what to do? Well, if you do not want your artist to deal with several large-scale factors, just order a 3-fold work and draw it yourself in Photoshop (or heck, even Preview) before sending. It may not seem as pleasant as if your artist had adjusted it for each size, but it would look as good as real-time scaling, without spending any runtime.
Or, with Xcode 6, you can put the PDF into your asset directory, and Xcode automatically generates PNG for each size at build time. (This is a feature of Xcode, not iOS, so it works even if you focus on iOS 7.)
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