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Asus Announces October Availability of ProArt Display 8K PA32KCX

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Re: Asus Announces October Availability of ProArt Display 8K PA32KCX

#161

Earlier quoted context omitted.

Also, it's not only about the screen resolution. Developers uses powerful macs and users have old windows - the usability is different, but devs usually don't care. Works fine on my machine! Had reported many issues where to reproduce they needed to enable 10x throttling in the browser. Or use a Windows machine.

> Developers uses powerful macs and users have old windows - the usability is different, but devs usually don't care. Works fine on my machine! Part of what QA testing should be about: performance regressions.

This is not even a regression - it has always been there, unnoticed!

Re: Asus Announces October Availability of ProArt Display 8K PA32KCX

#162
post #124

Earlier quoted context omitted.

And if all else fails, 8K means you can fall back to 4K, 1440p or 1080p with perfect integer scaling.

Except that the hardware doesn’t necessarily offer perfect integer scaling. Oftentimes, it only provides blurry interpolation that looks less sharp than a corresponding native-resolution display.

Most modern games already have built-in scaling options. You can set the game to run at your screen’s native resolution but have it do the rendering at a different scale factor. Good games can even render the HUD at native resolution and the graphics at a scaled resolution.

Modern OSes also scale fine.

It’s really not an issue.

Re: Asus Announces October Availability of ProArt Display 8K PA32KCX

#163
post #95

Earlier quoted context omitted.

as a gamer 8k makes me sweat because i can't imagine what kind of hardware you'd need to run a game :O probably great for text-based work, though!

Once you get into the high pixel densities you stop running everything at native resolution. You have enough pixel density that scaling the output doesn’t produce significant visible artifacts. With 8K small pixels you could pick a number of resolutions up to 4K or higher and you wouldn’t even notice that the final product was scaled on your monitor. People with Macs with retina displays have been doing this for year…

i'm actually going to do the reverse move, was gaming on a 4K display, but going to downgrade to 3440x1440 to get more performance. but of course the gaming displays i find apparently aren't ideal for working, because text looks worse. add to that that the internet seems to be split if wide-monitors are the best thing ever or actually horrible. why is it all so complicated, man.

Re: Asus Announces October Availability of ProArt Display 8K PA32KCX

#164

Me and a friend were just chatting how annoying it is monitors stalled out at 4K. I think I got my first set of 4k monitors ~15 years ago (!) and there's been no improvements since then apart from high end pro monitors resolution wise. Why is this? 5k/6k at 27" would be the sweet spot for me, and potentially 8k at 32". However, I'm not willing to drop $2k per monitor to go from a very nice 27" 4k to 27" 5k. You can g…

> Me and a friend were just chatting how annoying it is monitors stalled out at 4K. I think I got my first set of 4k monitors ~15 years ago (!) and there's been no improvements since then apart from high end pro monitors resolution wise. Multiple reasons. The first one being yield - yes you can get 8K screens, but the larger they get, the more difficult it is to cut a panel with an acceptably low rate of dead/stuck p…

> And the fourth is generating all the data. You need absurdly high definition textures, which requires lots of VRAM, lots of regular RAM, lots of disk I/O, lots of disk storage (your average AAA game is well beyond 100GB of data at-rest for a reason!), and then render power to actually render the scene. 8K has 16x (!) the pixels of regular FullHD (1080p).

You don’t need to scale everything up to match the monitor. There are already benefits to higher resolution with the same textures for any object that isn’t directly next to the player.

This isn’t a problem at all. We wouldn’t have to run games at 4K.

Re: Asus Announces October Availability of ProArt Display 8K PA32KCX

#165

Earlier quoted context omitted.

I'm honestly not sure where all these hackernews commenters with low-dpi displays are coming from - my former employers equipped all the software engineers with dual-4K displays nearly a decade ago. One is hard-put to buy a developer-power laptop with a sub-2K display these days, even in the Windows world, and >2K displays have been cheap on desktop for a really long time.

I believe there are a lot of people using 1080p monitors because they bought it a while ago and they're still working fine. There's also a lot of lower-end 1080p monitors still being sold today. > One is hard-put to buy a developer-power laptop with a sub-2K display these days, even in the Windows world I personally see a lot of 1080p screens on new gaming laptops too. Lots of people get those for work from what I se…

Writing this on 1280x1024 because it still works fine

The 5:4 aspect ratio is weird, especially in this era of everything 16:9, but it's a second monitor so usually only has one thing open

Re: Asus Announces October Availability of ProArt Display 8K PA32KCX

#166
post #75

The problem with using this kind of monitor for any work that others will view on their own monitors is that your perception of what looks good will be way off. For example, it's clear that a lot of the Rust UI framework developers have been working on Macs for the last few years. The font rendering on many of those look bad once you plug them into a more normal DPI monitor. If they hadn't been using Macs with Retina…

This is more widespread than we like to admit. Developers writing software on 64GB M4 Macs often don't realize the performance bottlenecks of the software they write. Developers working over 1gbps Internet connections often don't realize the data gluttony of the software they write. Developers writing services over unlimited cloud budgets often don't realize the resource wastes into which their software incurrs. And…

I tend to use older hardware and feel like I’m constantly fighting this battle. It’s amazing thr hardware we have and I have to wait for dozens of seconds to start an app or load a web page.

Re: Asus Announces October Availability of ProArt Display 8K PA32KCX

#167

Earlier quoted context omitted.

> Me and a friend were just chatting how annoying it is monitors stalled out at 4K. I think I got my first set of 4k monitors ~15 years ago (!) and there's been no improvements since then apart from high end pro monitors resolution wise. Multiple reasons. The first one being yield - yes you can get 8K screens, but the larger they get, the more difficult it is to cut a panel with an acceptably low rate of dead/stuck p…

~half of these reasons state sub $2000 8k TVs shouldn't exist, but they do.

The individual pixels on a 60 inch 8K TV are the same size as the pixels on a 30 inch 4K computer monitor. Most 8K TVs are even bigger than that, so their individual pixels are already easier to manufacture than your average 4K monitor or laptop screen.

You can’t compare large TVs to medium size computer monitors.

Re: Asus Announces October Availability of ProArt Display 8K PA32KCX

#168
post #49

6K 32" ProArt model PA32QCV might be more practical for YN crowd at 1299 USD VS 8-9K USD PA32KCX will run you

I'm not buying a new monitor with a decade-old version of DisplayPort. Non-oled monitors are products that last a long time (at least a decade) so if I bought this monitor, I'd still be using DisplayPort 1.4 from 2016 in 2036. I need UHBR20 on a new monitor so I can rest assured that I will have some lanes available for my other peripherals. I've already lived the hell of needing to dedicate all 4 lanes to DisplayPor…

I also wish it had something newer, but for that price I’d gladly deal with a second cable for high speed USB devices or the purchase of a dock to handle breakout duties.

Re: Asus Announces October Availability of ProArt Display 8K PA32KCX

#169
post #75

The problem with using this kind of monitor for any work that others will view on their own monitors is that your perception of what looks good will be way off. For example, it's clear that a lot of the Rust UI framework developers have been working on Macs for the last few years. The font rendering on many of those look bad once you plug them into a more normal DPI monitor. If they hadn't been using Macs with Retina…

This is more widespread than we like to admit. Developers writing software on 64GB M4 Macs often don't realize the performance bottlenecks of the software they write. Developers working over 1gbps Internet connections often don't realize the data gluttony of the software they write. Developers writing services over unlimited cloud budgets often don't realize the resource wastes into which their software incurrs. And…

You need two "classes" of developers; which may be the exact same people - those who are on the fastest, biggest hardware money can buy - but you also need some time running on nearly the worst hardware you can find.

Re: Asus Announces October Availability of ProArt Display 8K PA32KCX

#170
post #75

The problem with using this kind of monitor for any work that others will view on their own monitors is that your perception of what looks good will be way off. For example, it's clear that a lot of the Rust UI framework developers have been working on Macs for the last few years. The font rendering on many of those look bad once you plug them into a more normal DPI monitor. If they hadn't been using Macs with Retina…

This is more widespread than we like to admit. Developers writing software on 64GB M4 Macs often don't realize the performance bottlenecks of the software they write. Developers working over 1gbps Internet connections often don't realize the data gluttony of the software they write. Developers writing services over unlimited cloud budgets often don't realize the resource wastes into which their software incurrs. And…

You can nerf network performance in the browser devtools or underprovision a VM relatively easily on these machines. People sometimes choose not to and others are ignorant. Most of the time, it's just the case that they are dealing with too many things that are vague making it difficult to prioritize seemingly less important things.

A number of times I've had to have a framing discussion with a dev that eventually gets to me asking "what kind of computer do your (grand)parents use? How might X perform there" around some customer complaint. Other times, I've heard devs comment negatively after the holidays when they've tried their product on a family computer.

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