I’ve also used a far higher quality image than this one instead, but I kept having the same issues. I’ve tried changing the filter a bit to see if there is some effect being placed that keeps it looking so bad.
I really don’t know why this is so problematic, I can’t find a single setting that will fix this. Can someone help me or give me a solution to this? I’ve googled it and can’t find anything useful.
Not sure if that is true. The “quality” of a texture is mainly determined by its resolution. The image you attached here is 320 x 569 pixels, which is very much low res in my book. And even if you would quadruple that to 640 x 1138 pixels, that still would not be a high quality image for a texture.
Try changing the filter value to the lowest possible setting and disable mipmap. You still might need a texture with a much higher resolution - I’m aware that this might be difficult, given the resolution of an iPhone’s screen. If your final shot of the phone is straight on like in your screenshot, perhaps it’s easier and better quality to just montage the home screen graphics in post?
This was rendered in BI with your latest texture file, image sampling settings below.
Mind you that the render resolution is also important: Left rendered in 2400 x 2000 and scaled down to about 40%, right rendered in 1200 x 1000 and scaled down to about 80%. Both renders have the same size, but the texture is much sharper in the left one (watch screenshot at full size!).
From the screenshots the OP posted he seems to want to render this in Blender Internal. Yet again: All misunderstandings could have been avoided, if the OP had just posted a small example scene. Or hadn’t cropped the top part of his screenshots. Or had stated clearly which render engine he wants to use…