Anything wrong with using a scaled skcameranode to display view?

I’m creating a side scroller game that will be supported on all devices. It will utilize an SKCameraNode that follows the player. I’m currently using the .resizeFill scale mode, as it makes most sense with what I’m trying to accomplish. I noticed, however, that the presentation of the game on a larger device like the iPad pro in contrast to an iPhone is pretty different. The scene itself has been designed using the size of the iPad pro preset. Is there any problem, then, to simply scale the cameranode outwards to have more control of the presentation, as well as a visually similar experience, as the larger devices?