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iPhone 6 Screens Demystified

paintcodeapp.com

21–30 of 88 posts

Re: iPhone 6 Screens Demystified

#21

(1) Is it really a problem that apps can't be pixel perfect on the 6+? How unsharp are we talking about? Are there workarounds such as device detection and an additional set of image assets? (2) Will Apple aim to re-enable pixel-perfection in next year's iPhone release? Was this just a stopgap measure due to yield challenges inherent to display manufacturing?

1- We'll have to see a device to know for sure, but I expect his will not be a problem at all. For my apps, I'm going to do nothing, but make sure we support the additional point dimensions.

2- I think this is doubtful. The first time I saw a WWDC presentation about Resolution Independant graphics was in 2003 (maybe 2002.) Apple's been preparing for this time for a over a decade. The iPhone just was a bit too skeumorphic in its early versions resulting in a focus on raster assets rather than vector.

Either we're all going the Paintcode way (authors of this post) or Apple is going to have to start taking CSS or SVG or some vector format for its assets.

I think this is more likely than tying displays to a rigid multiple of the original iPhone screen size.

Re: iPhone 6 Screens Demystified

#22
post #16
post #8

This fuss about the iPhone screens is, to me at least, hilarious. A good part of my career has been being the "Android guy" in organisations where for better or worse the products would de facto lead on iOS. The number one headache was designers pushing "pixel perfect design" which is doable on Android, but is a pointless headache when your tiny screen is 720p or higher. The fact Apple have a phone coming out for whi…

Since the points are rendered in pixel-perfect form and then down sampled on the iPhone 6+, the only potential loss of fidelity is in the downsampling step. Since we're in an age of not even being able to see pixels, there should be no fidelity loss. The image displayed will be rendered at a higher resolution than the display, and thus every pixel on the ultimate display will be "perfect". Back when pixels were big e…

You can use PDF assets in iOS 8 instead of bitmaps but the tools haven't completely caught up with this yet.

Re: iPhone 6 Screens Demystified

#23

Stupid question, but why the point resolution for the iphone 6+ isn't a perfect divider of the pixel resolutions like it is for the other iphones? Since there is more than one point resolution anyway. And also, how is it different for android devices?

Not a stupid question as you've hit on the major strategic bit of news here that most people, I think, are missing.

Displays are cut from larger pieces of display material at a given PPI. So Apple focused on perfecting a 163PPI display material and then tended to use it on multiple products. They'd do the same thing for the retina display material as well (I think at one point the iPhone and iPad used the same display material and it was just cut to different sizes in making the display)

Apple could do this because they work so closely with their display manufacturers and they care so much about fidelity. It just happened that doing rigid multiples of the original display size was convenient for software as well.

However, displays have become more commoditized, especially retina resolution ones (at the time it was introduced, Apple was the only one shipping these kinds of displays in such volume) and Apple's volume has only increased over the years.

So we're seeing a shift to more commodity display production, I believe, because the commodity market has caught up with Apple's standards. Beyond 300 pixels per inch there isn't much advantage to higher density.

But there is a huge advantage to unit volumes of a display also used in portable TVs or whatever.

The software cost of downscaling isn't significant at this point so it is an economic change.

Re: iPhone 6 Screens Demystified

#24
post #17
post #12

I wonder if it will be possible to opt-in to 1:1 pixel rendering on the iPhone6+ after all, particularly for opengl/metal/video playback. It seems the downscale hack is mostly required for UIKit backwards compatibility and to maintain approximately equal physical sizes for UI elements only. Very nice visualization in the OP, by the way!

There must be a way. Otherwise the samples they have shown in the keynote of the landscape mail with the split view or the "enhanced" CNN sample app would never work as in the default mode outlined in this infographic, the screen can't possibly offer any more real estate for UI than the smaller screens, but the samples in the keynote were clearly showing more UI content.

Hunh? Developers work in terms of the "points" described in the first image.

The 6+ has an extra 39 points in height and 69 in width the 6; about 10% more real estate in each direction. Sure, it's not that much, but it's not nothing. It's an even bigger jump over the screens of the iPhone 5 and 4.

Re: iPhone 6 Screens Demystified

#25

I know it's dangerous to armchair speculate about Apple's moves, but it really seems like they should have held out for a true 3x screen instead of compromising on a 1080p. I certainly would never buy the 6+ after reading about their cheesy resolution hack. It feels rushed and short term.

Do you realize that every Retina Macbook Pro out there uses this "cheesy" resolution "hack"?

Tying the size and density of your display to software needs-- especially points that are arbitrary to begin with (as they are based on the original iPhone) seems silly and outdated.

Re: iPhone 6 Screens Demystified

#26

(1) Is it really a problem that apps can't be pixel perfect on the 6+? How unsharp are we talking about? Are there workarounds such as device detection and an additional set of image assets? (2) Will Apple aim to re-enable pixel-perfection in next year's iPhone release? Was this just a stopgap measure due to yield challenges inherent to display manufacturing?

(1) The iPhone 6+ has 421 dots per inch, which is in the lower ballpark of printing resolutions where you don't have pixel perfection either. It's not going to be a problem.

Re: iPhone 6 Screens Demystified

#27
post #16
post #8

This fuss about the iPhone screens is, to me at least, hilarious. A good part of my career has been being the "Android guy" in organisations where for better or worse the products would de facto lead on iOS. The number one headache was designers pushing "pixel perfect design" which is doable on Android, but is a pointless headache when your tiny screen is 720p or higher. The fact Apple have a phone coming out for whi…

Since the points are rendered in pixel-perfect form and then down sampled on the iPhone 6+, the only potential loss of fidelity is in the downsampling step. Since we're in an age of not even being able to see pixels, there should be no fidelity loss. The image displayed will be rendered at a higher resolution than the display, and thus every pixel on the ultimate display will be "perfect". Back when pixels were big e…

"there should be no fidelity loss"

Heh. Yes there will be, most notably on webpages, for example those with box borders defined as "1px solid" lines. The lines will look fuzzy and unequal. Check the last image at http://www.paintcodeapp.com/content/news/2014-09-11_iphone-6... : it shows a "1 CSS pixel" line rendered as 2 black lines + 2 grey lines (one of the greys is very, very light). Some lines will not be interpolated the same way: some will be 2 black lines + 1 grey line, some will be 1 black line + 2 grey lines, and the shade of the 2 greys will be unequal and will vary depending on their precise alignment on the 1080p physical grid. The end result is that some lines will look slightly thinner/lighter or slightly thicker/darker than others. Heck, on my Nexus 5 which has an even higher PPI (445 PPI) than the iPhone 6+ (401 PPI) I can still clearly notice this effect, when holding the phone at arm's length (and I don't even have 20/20 vision), when simulating the downsampling that the 6+ is going to have to do. I can do it by zooming out[1] to simulate an effective pixel ratio of ~2.61, which is equivalent to what the iPhone 6+ is really doing graphically (1080 physical pixels wide / 414 logical pixels wide = ~2.61).

Contrast this with most Android devices where it is possible to get pixel perfect rendering because most (but not all) of them use a non-fractional pixel ratio (1.0, or 2.0, or 3.0, or 4.0) and to my knowledge none do downsampling (though with thousand of devices on the market I am sure 1 or 2 obscure models do it).

[1] If you have a 1080p Android device with a pixel ratio of 3.0 (eg. Nexus 5, LG G2, Galaxy S4, HTC One M7, etc), you can simulate the downsampling of the iPhone 6+ by zooming out in your browser by a factor of 360/414 = 0.8696

Edit: I did NOT downvote you. I agree that for many apps it won't be noticeable, but it will be in some apps. Many users spend a lot of time in the browser, and many sites use 1px lines, and they will be a distracting artifact (unless Apple implemented a special hack to interpolate 1px lines in the browser - maybe Safari bypasses downsampling and forcibly rounds them up to 3 physical pixels, but then what about other browsers?)

Re: iPhone 6 Screens Demystified

#28
Microsoft made a somewhat similar mistake(?) many years ago with WPF, a vector UI framework supposed to handle a wide range of pixel densities. You could frequently end up with lines that were 1.5pixels thick or located on a fraction of a pixel which caused them to look very blurry. To fix this they added a special flag called something like forcesnaptodevicepixels, which was supposed to force certain lines to always be located on an exact device pixel.

Re: iPhone 6 Screens Demystified

#29
post #12

I wonder if it will be possible to opt-in to 1:1 pixel rendering on the iPhone6+ after all, particularly for opengl/metal/video playback. It seems the downscale hack is mostly required for UIKit backwards compatibility and to maintain approximately equal physical sizes for UI elements only. Very nice visualization in the OP, by the way!

This isn't even always possible with Apple's software on a retina MacBook with OS X, and vexes me to this day. QuickTime won't play video back at 1:1 without setting the entire display to 1:1.

Re: iPhone 6 Screens Demystified

#30
post #4

TLDR: The Iphone 6 plus can never show a sharp picture, unless the application-UI is adapted to be unsharp on all other displays.

Not the case at all. Anyway, anything rendered into a retina resolution is going to be quite sharp.
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