This is great work btw.
[0]: https://github.com/snowie2000/mactype/issues/932
[1]: https://github.com/microsoft/PowerToys/issues/25595
[2]: https://freetype.org/freetype2/docs/reference/ft2-lcd_render...
This is great work btw.
[0]: https://github.com/snowie2000/mactype/issues/932
[1]: https://github.com/microsoft/PowerToys/issues/25595
[2]: https://freetype.org/freetype2/docs/reference/ft2-lcd_render...
https://glenwing.github.io/docs/VESA-EEDID-DDDB-1.pdf (page 13)
[1] https://faultlore.com/blah/text-hates-you/#anti-aliasing-is-...
You'd want to render to that grid; then apply bayering fused with color mapping. No need to transmit 3x the data over the cable. And with a hint of sufficient software support (I think the high DPI stuff might (almost?) suffice already!), I'd actually prefer such a screen over a traditional vertical bars of RGB (or BGR, as I'm currently suffering; sadly the thermal design of the screen won't allow me to safely just rotate it to"wrong" landscape) LCD monitor... provided both have the same number of subpixels.
Probably bonus for a 4th deep cyan pixel color in place of a duplicate green to get a wider gamut. Or something similar in spirit.
A device like this would allow hobby developers to bring the software/driver support up to "daily driver, no regrets" levels.
Similarly I still wonder why no OLED seems to have shipped a "camera-based motion/pan/defocus self-calibrated" burn-in scan& compensate function where you just every ~100 hours move a cheap camera on front of the screen following the on-screen movement directions, to mechanically create an opportunity for the cheap sensor to be calibrated, and then use this freshly calibrated brightness sensor to map the OLED panel and make up for that the exact burn-in is very hard to simulate, but is required precisely to compensate/pre-distort without leaving visible residuals from incomplete/imperfect cancellation between the pre-distortion and the burned-in pattern.
For one, subpixels aren't just lines in some order - they can have completely arbitrary geometries. A triangle, 3 vertical slats, a square split in four with a duplicate of one color, 4 different colors, subpixels that activate differently depending not just on chromaticity but also luminance (i.e., also differs with monitor brightness instead of just color), subpixels shared between other pixels (pentile) and so on.
And then there's screenshots and recordings that are completely messed up by subpixels antialiasing as the content is viewed on a different subpixel configuration or not at 1:1 physical pixels (how dare they zoom slightly in on a screenshot!).
The only type of antialiasing that works well is greyscale/alpha antialias. Subpixel antialiasing is a horrible hack that never worked well, and it will only get worse from here. The issues with QD-OLED and other new layouts underline that.
The reason we lived with it was because it was necessary hack for when screens really didn't have anywhere near enough resolution to show decently legible text at practical font sizes on VGA or Super VGA resolutions.
In fact since cleartype effectively triples resolution I guess you get quality of 12K display?
Only horizontally (is 4K a double or a quadruple resolution of 1080p?), and only if you don't care about color (saturation, hue).
If you used subpixel rendering to render lines of fractional pixel thickness, it would just appear as a single-pixel line of the wrong color. The same happens if you render line thicknesses up to 1 1/3 pixels wide, but offset to not match any pixel boundary.
At the same time, subpixel antialiasing can only be used with a specific subpixel layout, in the direction sof the subpixels. For regular desktop LCD panels, this means smoothing of vertical lines only, making characters like "o" look funky and uneven.
With that in mind, a 4k panel with subpixel antialiasing does not look anything like a 6k panel with greyscale antialiasing ("super expensive mac screen" is not relevant, apart from display technology differences not related to resolution or aliasing).
As the field of view taken by pixels decrease (DPI only has meaning when combined with distance to retina), anti-aliasing becomes less and less relevant. But until then, greyscale remains the lesser evil.