That is, why are there discreet "steps" in monitor scaling for these elements that you are talking about ? I would think that if I have 157 PPI or 220 PPI or 400 PPI that I would just adjust the dial to fit the element size I want.
What's up ?
That is, why are there discreet "steps" in monitor scaling for these elements that you are talking about ? I would think that if I have 157 PPI or 220 PPI or 400 PPI that I would just adjust the dial to fit the element size I want.
What's up ?
Yes, I'm with you so far ... my confusion is, I thought that is what the "ready for 4k blah blah" improvements in iOS and Mavericks, etc., were.
I thought that was the whole problem they solved, and I am surprised to see it is not. I can see various apps being broken in this way, but the OS elements should all be scalable arbitrarily...
This is not a general solution however. Even the new and shiny Final Cut Pro X uses rasters throughout.
There's only three ways to support higher resolution displays:
1. Invest in better tools, like Core UI or PaintCode.
2. Exactly double the density and use @2x resources.
3. Switch to "Flat UI" design language.
For the system UI elements, Apple chose option one. For the 3rd party UI elements, Apple chose option two. For iOS, Apple eventually chose option three.
The real answer is that there is an industry of designers accustomed to doing per-pixel tuning of their art assets and this work is worthless if the assets are going to be scaled anyway. Selecting integer multipliers (so far: "2") allows those assets to continue to render as designed on retina displays.
Surely there are aesthetic reasons to prefer this in many cases, but it's not nearly as cut and dry a point as some people tend to think. Most recent Linux desktop themes are using vector assets, for example, with quite good results.
Whether the Mac/iOS world is a community of pixel-exact perfectionist artistes or a bunch of dinosaurs who refuse to use modern tools is a flame war for a different thread.
The real answer is that there is an industry of designers
accustomed to doing per-pixel tuning of their art assets and
this work is worthless if the assets are going to be scaled
anyway.
That's an effect, but not the cause – the roots of the raster-based paradigm of modern GUIs are far more technical. I would point to the tradeoffs between speed and memory limitations in early GUI systems: If you look at the original Macintosh UI, you'll see a system more constrained by rendering speeds than by RAM, and thus a high emphasis on bitmaps versus vector rendering.Look at this Folklore.org story on the origin of the roundrect in System 1: http://www.folklore.org/StoryView.py?story=Round_Rects_Are_E... It was only through a combination of Jobs' perfectionism and Atkinson's ingenuity that such a simple thing as rounded rectangles could be accomplished on the original Macintosh; can you imagine how long it would have taken to render a Finder window full of vector icons?
Look at Display Postscript, which was created by NeXT in the late 80s and carries through to much of Apple's Quartz rendering system today. Why are we still limiting ourselves to pixel graphics?
While, I'd probably prefer to have vector graphics for desktop assets just for the flexibility, hand-tuned scaled images usually look better than their vector scaled siblings.
Maybe I'm misunderstanding what you're saying. In case I'm not, here are some counterexamples.
Check out the first two pictures in this thread (most things on that UI are clickable):
https://forums.station.sony.com/ps2/index.php?threads/leaked...
Clickable chat UI (Planetside 2):
http://img138.imageshack.us/img138/6746/planetside2201302131...
Clickable UI within a 3D world (Doom 3 had a bunch of these):
http://static.gamespot.com/uploads/scale_super/gamespot/imag...