Resolution independence: the same desktop, rendered on a simulated 27" screen, in 4K and 720p. Plus a zoomed-in comparison shot showing the pixels up close and personal.
In Agora, more resolution means things get sharper, not smaller.
Discussion
Resolution independence: the same desktop, rendered on a simulated 27" screen, in 4K and 720p. Plus a zoomed-in comparison shot showing the pixels up close and personal.
In Agora, more resolution means things get sharper, not smaller.
@mos_8502 how does this handle elements that have to be pixel-precise? like, if there's a nice light gray skeuomorphic button that is set to have black text and a white inset copy of that text 1px above it at 720p, or a checkbox with a 1px thick border, how do you make it so that it doesn't turn into a blurry 1.5px at 1080p?
@rnd All UI elements are drawn with vectors; a skeuomorph would require using bitmaps for pixel precision.
@mos_8502 i understand that it's drawn with vectors, i'm just trying to figure out if you have something in mind to avoid the side effects of non-integer scaling
like, here i drew some basic shapes in Inkscape, aligning them to a 92dpi pixel grid. they look really good on 100% and 200% scales, but end up a bit blurrier and more degraded on a 150% scale (and any scale in between, like 125% or 133%, would have the same side effects)
ideally, there'd be something similar to a font hinting engine that would look at the shapes in a vector figure and find ways to align them to stay pixel-sharp, but it's a complicated enough thing with fonts, which only have single unlayered one-color shapes to take care of
This is real fractional scaling at the point of drawing, not an integer 1x/2x choice you make. It detects the monitor's physical size, and adjusts drawing accordingly. 72pt text is one inch fucking tall, no matter what screen you're using.