LG develops first 5" 1080p panel for smartphones
view.koreaherald.com
view.koreaherald.com
https://twitter.com/#!/ID_AA_Carmack/status/2031358906908057... http://www.mtbs3d.com/phpBB/viewtopic.php?f=120&t=14967
The bezels on all phones today are just too damn big. The top bezel should not be taller than ~6mm (enough for speaker, camera and sensors) and the bottom should not be more than 4mm (enough to round the phone) and the side bezels should basically not exist at all.
HTC Sensation is an whole-screen device, but the user experience is really bad. I prefer iPhone 4/4S design any other day.
http://www.androidauthority.com/samsung-screen-to-body-size-...
For laptops, the (pretty strong) rumor is that new macbook pros coming out in summer will be much higher res, potentially up to double current resolutions.
For current laptops, the macbook airs and similar PCs currently have the highest "usable" resolutions. The sony vaio z and p has the highest resolutions.
You can search for "Yamasaki Catleap", if you're curious about it.
Finally, consider the power consumption of the 3D card required to drive a modern game natively at this resolution
This is one of the reasons why the iPhone4 straight up doubled the resolution even though it made for kind of a wacky display resolution (as opposed to 1024x600 or something more standard like that)
Mountain Lion is supposed to finally get all that HighDPI stuff right though, according to the rumors.
I'm only really familiar with the Apple side of things though, maybe Metro has similar design considerations in mind.
Back in 2000 I was using 1920x1200 on a 12" laptop. I was running both WinXP and some version of Ubuntu, and they looked fine. Every since then I've had WUXGA screens and displays, until very recently when Dell and Lenovo decided to bail and move to the 1920x1080 short screens.
It's a step backwards.
My guess is that your task bar in XP must have been less than a centimeter tall, the system font less than a millimeter tall. I know there are a lot of people like you who value having more on the screen like that, but realistically, that's not a very large market niche.
The goal at Apple was to keep roughly the same dimensions for interface elements while increasing the sharpness of text and icons. If the user wanted to, they could reduce the font size in whatever application they were using to make practical use of the increased pixel density.
At 440ppi, this seems like overkill, considering someone with 20/20 vision only needs around 300ppi for things to be acceptable.
I was hoping with the retina marketing blitz, Apple would put the density comparisons to bed and we could start thinking about displays with wider colour gamuts, wider viewing angles, better outdoors performance, 3D, mini projectors, etc.
I understand hard numbers like ppi are easier to compare between and display in huge letters in a BestBuy flyer, we called them 'checkbox features' at a place I used to work at, but at some point they distort the overall quality of the product. For example, the Pentium 4's clockrate and megapixel ratings on cameras are cases of a checkbox feature actually decreasing the quality of most products in the market.
Some printers overlap dots, print thicker dots, and have other tricks to work around this aspect. I don't know as much about this area, I've worked mostly in graphics, but my understanding is that because the colour gamut for each printed 'pixel' is less expressive, you need more dots in the same area to get a similar result.
Furthermore, dpi expresses printed 'dots' whereas a pixel on most displays can be considered three fixed 'dots', one for each display channel. Although lately, some LCD substrates are cheating a little and displaying only 2 subchannels per pixel.
Anyways, that's everything I know about dpi, as I said, I'm more versed in video rather than printing. So take this with a grain of salt: I think you need to multiply PPI by 3 to get DPI, ignoring cleverness on the part of either display or printer manufacturers.
For example in full-color (4 color) printing you essentially need 4 dots (halftones) to make any color. However, they aren't all necessarily lined up in a grid like pixels (it's an analogue medium). But simply dividing 1200 dpi by 4 doesn't really provide a correct calculation for the resolution at the end.
http://blog.savvydog.com/?p=106
And then you actually get into measuring with LPI (lines per inch) which can easily go above 300 for things like good magazines (though around 130-150 is more typical). 130-150 is actually around the retina display's 300dpi (a good conversion estimate is that 1LPI=2DPI but some will go as high as 3DPI).
Black and white (non-process) printing can be very different and uses solid colors. Higher quality artwork is necessary for this. That's where the 1200dpi comes into play. Fine books, black and white artwork, etc. need artwork at 1200dpi and the LPI can easily go above 500.