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Blurry rendering of games on Mac

colincornaby.me

171–180 of 328 posts

Re: Blurry rendering of games on Mac

#171
post #14

Earlier quoted context omitted.

WoW has always been exceptionally good at treating macOS like a first-class citizen. It's a shame Blizzard has stopped supporting macOS for their newer games.

Perhaps one or two people on that team have always had personal macs.

This has been my experience with software dev teams and Macs lol (the software’s quality on MacOS is directly proportional to the number of team members who have Macs)

Re: Blurry rendering of games on Mac

#172
post #99

Earlier quoted context omitted.

I think their bigger problem is there's shit for documentation. You get a big list of function signatures and if you actually want to know how you're supposed to use anything you find the WWDC session from 4 years ago and hope it's still accurate.

But if you find anything with the dark-blue "documentation archive" header, then you know it's some good stuff. Though sometimes outdated.

We've come from the monstrous Inside Macintosh tomes, to that early OS X documentation (that's now in the documentation archive), to this seemingly programmatically generated from doc comments thing.

Re: Blurry rendering of games on Mac

#173

Earlier quoted context omitted.

What's the alternative? A camera on top of the screen? Fragile, unless you could fold it away. Which would be another point of failure.

A bezel would be far preferable to a notch.

Why? Unless I am running a full screen app the notch gives me more screen space. Remember that the mac have the menu bar on top of the screen at all times so the space is not available for normal windowed apps.

Re: Blurry rendering of games on Mac

#174
post #39

Am I the only one who finds screens with rounded corners and notches really stupid? We had to struggle for decades with CRTs and their funky geometry, and when we finally get displays with perfect geometry, we botch them again to make them look... cooler?

I don't have a notched laptop screen, but I do like rounded corners, makes screens feel just a little bit more natural. My MacBook is older and doesn't have rounded corners, but I got used to them so much that I ended up simulating them in software.

Re: Blurry rendering of games on Mac

#175
post #39

Am I the only one who finds screens with rounded corners and notches really stupid? We had to struggle for decades with CRTs and their funky geometry, and when we finally get displays with perfect geometry, we botch them again to make them look... cooler?

I've always preferred the look of non-antialiased fonts on an LCD for this reason - you can finally actually see the sharp square corners of a pixel, yet somehow many like the blurry smoothness of antialiasing to make the screen more like a CRT.

I prefer text to be hinted and antialiased even in low resolutions on a CRT. The first time I saw this on BeOS in the 90s I thought it was a big step up. You get corners snapped to pixels without jagged lines in-between. However, hinting makes text wider or narrower depending on font size and resolution.

Apple chose not to have hinting so as to make the text more dimensionally accurate. That did look blurry ... so Apple then doubled the screen resolution.

Re: Blurry rendering of games on Mac

#176

Earlier quoted context omitted.

I think their bigger problem is there's shit for documentation. You get a big list of function signatures and if you actually want to know how you're supposed to use anything you find the WWDC session from 4 years ago and hope it's still accurate.

What's even worse is they used to have great documentation, then for some nonsense reason archived it and replaced it with this wannabe JavaDocs crap with vague function explanations that leave more questions open than they resolve. They now tell people to watch WWDC videos as if those relatively short videos contained the same amount of information a proper API documentation does.

honestly i don't see this as Apple-specific but more of a sign of the times. i've seen a few libraries and vendor platforms we use at work with the same style of documentation (really lack thereof).

Re: Blurry rendering of games on Mac

#177
post #17

Interesting article, but I think the demonstration image isn’t doing its job. Neither side really looks good to me. They both look roughly the same.

The bottom left side is showing the circle with the artist-created rough texture that it's supposed to have. The top right shows that that edgy-but-sharp texture has been softened by anti-aliased.

Yeah but the difference isn't as stark as one would expect really.

Re: Blurry rendering of games on Mac

#178
post #121

Earlier quoted context omitted.

Safe area can account for things that are not just a notch. It's used across Apple platforms to indicate anything that might need to occupy a dedicated region on the screen: notch on iPhones, home indicator, iPadOS traffic light buttons, menu bar, curved edges of displays, and so on Your container views can extend the safe areas for their children as well. In our apps, which allow users to run their own custom projec…

Even then, you can still have something descriptive like unobstructed_area for more general cases. "Safety" is too generic But also you don't need to degrade Mac dev experience for games to tackle ipads the games will not be developed on, aliases exist

How is unobstructed area, a term you just made up, better than safe area, a term that has been standard for decades?

Re: Blurry rendering of games on Mac

#180
post #138

Earlier quoted context omitted.

Don't think of notches as something stupid that takes away from screen area. Think of them as something that allows the overall screen area to increase, as bevels shrink. And then when the corners of the screen are so close to the corner of the laptop, and the corner of the laptop is rounded, it looks weird if the corner of the screen isn't rounded. Like a square peg in a round hole. Fortunately, it's all context-dep…

The notch reduces the space available in the top menu bar. And since Apple is still incapable of creating a built-in Bartender-like functionality you end up with less space on screen. It's an actual objective fact of life. You don't get a larger 15"/16"/17" inch screen. You get a screen that size minus the notch because of a psychotic obsession with thinness. And then they struggle to compensate for that with barely…

If the notch was replaced with a 1cm bezel, then the entire top menu bar would move down by roughly 1cm, and I'd have less screen space for actual content. In some ways, a bezel could be considered to be a "notch" that takes the entire width of the screen.

Personally, I've never run out of space in my menu bar, So the notch gives me 1cm of extra screen space.

It's nothing to do with thinness. It's about packing the largest possible display into the laptop's width/height. Sure, you could argue to just make the laptop 1cm higher for that bezel, but then why not add a notch and get 2cm of extra screen height?

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