Apple's HIG has the following to say regarding graphical assets for iPhones:
Support the Retina display. Make sure that you supply high resolution assets for all artwork and graphics in your app. In particular, supply @3x assets for iPhone 6 Plus and @2x assets for all other high-resolution iOS devices.
Display photos and graphics in their original aspect ratio, and don’t scale them greater than 100%. You don’t want the artwork or graphics in your app to look skewed or too large. Let users choose whether they want to zoom images in or out.
Looking at this and other related sources, I take it that for general graphical assets, the iPhone 6 will take the same @2x retina images of 640x1136 size and scale them up to its own 750x1334 size. Is this correct?
What I would like to know is whether there is an easy way (e.g. through some naming parameters like @2x or -568h) to include separate assets at the 750x1334 size and FORCE iPhone 6 devices to use them instead of scaling up 640x1136 assets.
Note: I'm aware that this can be done by identifying the device in the code, perhaps defining a category, and pointing to a special image depending on the device. Just wondering whether there is an easier way without coding.