This brings a more clear divide between fully native iOS applications and React Native -style "build once and cross-compile" -platforms.
This brings a more clear divide between fully native iOS applications and React Native -style "build once and cross-compile" -platforms.
Looking back at the announcement, it's more likely that the Management had to decide on the key message for the unveiling prior to the event, and there wasn't much "media-disruptive" to choose from.
So Liquid Glass got elevated to top priority and then all teams got the order to ensure it is present in as many apps as possible.
Now my personal inclination is to integrate with the platform still, as someone currently in the process of building such 3rd party frameworks. Less work for me as the platform handles rendering, keyboard events etc.
The only issue is that on iOS, UIKit is far easier to interact with than SwiftUI. And Swift is too large a language and SwiftUI not simple enough for my taste. Just too bad it is difficult to piggy back on what exists in SwiftUI and is not available in UIKit (yet). There are ways to bridge in a tripartite way perhaps.. But I digress...
Do you believe pixel shaders are some unique magic that only Apple has the secret sauce to and noone else can use? There were some efficient implementations of liquid glass for flutter before the iOS beta was even released. Glass effects are dime a dozen on shadertoy, they're one of the most basic effects you could learn to do when learning about texture sampling.
The platforms that will take a large performance hit are the ones that can't drop down to the native platforms, i.e. the web.
(Actually, someone probably will. People are weird that way.)
I'm pretty sure any recreation will still be just that little bit off compared to the native one, which is their intention IMO.