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iOS 26.1 lets users control Liquid Glass transparency

macrumors.com

101–110 of 244 posts

Re: iOS 26.1 lets users control Liquid Glass transparency

#102

Earlier quoted context omitted.

The glass transparency effect is just very computationally expensive.

The glass UI renders on my Apple Watch 6 just fine and that thing has probably 0.5% the GPU power as the Macbooks.

Your watch also has a screen resolution of (3024 * 1964) / (368 * 448) = 36 times less than a Macbook, so it's all a wash. Except the wasted coulombs.

Re: iOS 26.1 lets users control Liquid Glass transparency

#103

Earlier quoted context omitted.

That's not how I remember it. Back in the day the first thing you did was disable the Aero stuff to claw back some performance on Vista. That said, who knows how efficient the implementation is compared to other changes in iOS 26. I turned liquid glass off with "reduced transparency" because even 1% extra battery usage for it would be too much even though I kinda appreciated the new look.

>>That's not how I remember it. Back in the day the first thing you did was disable the Aero stuff to claw back some performance on Vista. I remember it being kinda like placebo - you did, you marvelled at how much faster it's working, but in reality nothing changed. I really liked the look, and it did run smooth unless you had something below the minimum spec(which a lot of people did at the time).

I mostly disliked Vista for a number of reasons, but the looks were incredible. I was actually blown away at the beauty

Re: iOS 26.1 lets users control Liquid Glass transparency

#104

Earlier quoted context omitted.

>>That's not how I remember it. Back in the day the first thing you did was disable the Aero stuff to claw back some performance on Vista. I remember it being kinda like placebo - you did, you marvelled at how much faster it's working, but in reality nothing changed. I really liked the look, and it did run smooth unless you had something below the minimum spec(which a lot of people did at the time).

Vista problems were largely nvidia driver crashes and low spec machines. Otherwise vista was fine.

Yes, though I think it worth noting that at that point "low spec machines" was like 80% of laptops and maybe 50% of desktops. It also really hurt when you went from XP which ran great to Vista which noticeably dragged on your machine.

My friend had an Alienware laptop which absolutely screamed with Vista

Re: iOS 26.1 lets users control Liquid Glass transparency

#105

I switched from Android to iOS exclusively because of Liquid Glass. It's amazing. I'll just sit there and drag the glass back and forth over different things on my screen and stare in awe.

But wait, have you noticed that it's named "Liquid Glass(TM)", but none of the glass is actually liquid, or even flowing? Everything is solid pieces of glass. You fooled us again, Apple!

You want to hold a lump of molten glass?

Re: iOS 26.1 lets users control Liquid Glass transparency

#106
post #18

Earlier quoted context omitted.

You should try it if you're only a step into their ecosystem. Kiddo got some airpods for use with his android phone. Registered them with 'find my' on an iPhone SE I have for work that sits on my desk, so that when they get lost, we have a chance of finding them. Now, we get to be alerted to potential trackers every time when travel with him... even he gets the alerts, because he travels with his airpods frequently.…

I just don't understand how more people don't complain about this all the time. My wife has an apple tracker on her keys and I get a notification about an unknown tracker travelling with me on my phone every time we go anywhere. Why isn't there an "I know this tracker, leave me the fuck alone" option anywhere???

That shouldn't be happening.

The way it should work, is that if the keys are nearby the user that owns them, the tracker shouldn't be giving unknown tracker notifications to other nearby users.

Re: iOS 26.1 lets users control Liquid Glass transparency

#107
post #102

Earlier quoted context omitted.

The glass UI renders on my Apple Watch 6 just fine and that thing has probably 0.5% the GPU power as the Macbooks.

Your watch also has a screen resolution of (3024 * 1964) / (368 * 448) = 36 times less than a Macbook, so it's all a wash. Except the wasted coulombs.

It also renders on my M1 Macbook just fine as well for what it's worth. If it's running slow, it's because something is bugged out rather than the UI inherently being too heavy.

Re: iOS 26.1 lets users control Liquid Glass transparency

#108

Earlier quoted context omitted.

But wait, have you noticed that it's named "Liquid Glass(TM)", but none of the glass is actually liquid, or even flowing? Everything is solid pieces of glass. You fooled us again, Apple!

You want to hold a lump of molten glass?

At least give us a lava lamp experience. Icons slowly floating up to the top, bursting into notifications that slowly sink to the bottom.

Re: iOS 26.1 lets users control Liquid Glass transparency

#109

Earlier quoted context omitted.

It barely handles that, and even the M5 still cannot cope with 8khz mouse input coupled to a high refresh rate (>240) screen. I laugh every time they try and sell us on these things being able to play games

?? isn't it objectively the fastest ST core out there, topping MT benchmarks as well? Depending on the variant the M4 plays cyberpunk at 50-120fps so what are you saying?

The problem is the edge cases where people use hardware capable of absolutely ridiculous things that nonetheless are common-ish on Windows and expect macOS to be capable of dealing with as well.

(Don't get me started on macOS and the un-disableable mouse acceleration override coupled together with Steam Link...)

Re: iOS 26.1 lets users control Liquid Glass transparency

#110
post #28

It’s technically impressive that they’re simulating the way light travels through glass. But a lot of the time it’s so subtle that I wonder if they could have just used simple semi-opacity and it would have had 85% of the same effect at a fraction of the CPU cycles.

I'm not sure how but it doesn't seem to use that much processing power. My 5 year old apple watch seems to render the glass UI fairly well and I assume this thing has the bare minimum processing power.

iOS has been applying a gaussian blur to various UI layers for years so there likely isn’t a big incremental performance hit for this graphical effect
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