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iOS 26.1 lets users control Liquid Glass transparency

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211–220 of 244 posts

Re: iOS 26.1 lets users control Liquid Glass transparency

#211

Earlier quoted context omitted.

> If you had themes, everyone would deactivate that liquid glass shite I’ve been using iOS 26, iPad 26, and MacOs 26 since the initial developer betas and it’s perfectly fine and perfectly usable for me . I like it well enough that I would prefer not going back at this point. I downloaded the 26.1 beta today, flipped off all the standard settings to minimize the Liquid Glass effects. It’s not exactly the iOS 18 exper…

> Then they complain a few years later when the UI they complained about and ultimately adopted gets changed again. 1) A few years later and you (or at least I) can't remember what the previous UI looked like. So if I don't complain about the change, it's only because I don't remember enough to recall what it used to be. 2) Exception: Windows 8. Nobody complained when Windows 9 came out, because they remembered what…

Whenever I move a piece of furniture in the house, even slightly, my dog barks at it. After about 10 mins, he shrugs and moves on.

Our brains might rebel a bit for a short period at the change, then we adapt.

Re: iOS 26.1 lets users control Liquid Glass transparency

#212

Earlier quoted context omitted.

> If I spend hours of my day using a device I should be able to theme it exactly to my taste. The customer is always right in matters of taste. You are supposed to serve your customers not the other way round. This attitude always cracks me up. Only with tech products and among techies do we hear these demands of infinite customization of the products and tools we use. Can you imagine any other vocation or industry m…

Customizing tools is extremely common, and many manufacturers do ship moldable handled tools—they’re made of wood.

But wood is not aesthetically pleasing for me, I demand fiberglass.

Re: iOS 26.1 lets users control Liquid Glass transparency

#213
post #50

IMO a big problem with Liquid Glass is that you're trying to recreate an effect that's highly reliant on the sense of depth we get from binocular vision in a 2D screen. When looking at glass in real life, your left eye and your right eye see slightly different refraction patterns since they're looking at the surface from slightly different angles. It might be minimal, but light refraction patterns can change a lot wh…

> When looking at glass in real life, your left eye and your right eye see slightly different refraction patterns since they're looking at the surface from slightly different angles But if you close one eye, you can still make out the depth. Brain is still able to tell what is glass, what is on top of glass or below it.

Only across time via parallax motion and depth refocusing, neither of which are available on the screen. And both of those signals are extremely secondary to binocular sight. There's a reason that people with strabismus lose depth perception. Their point stands.

(Though Apple could technically do a parallax effect by face tracking if they wanted)

Re: iOS 26.1 lets users control Liquid Glass transparency

#214
post #50

IMO a big problem with Liquid Glass is that you're trying to recreate an effect that's highly reliant on the sense of depth we get from binocular vision in a 2D screen. When looking at glass in real life, your left eye and your right eye see slightly different refraction patterns since they're looking at the surface from slightly different angles. It might be minimal, but light refraction patterns can change a lot wh…

We already have eye tracking in phone. Add a lenticular screen.

Have you ever used a lenticular screen? They have extremely bad ergonomics.

Re: iOS 26.1 lets users control Liquid Glass transparency

#215

Earlier quoted context omitted.

> When looking at glass in real life, your left eye and your right eye see slightly different refraction patterns since they're looking at the surface from slightly different angles But if you close one eye, you can still make out the depth. Brain is still able to tell what is glass, what is on top of glass or below it.

Only across time via parallax motion and depth refocusing, neither of which are available on the screen. And both of those signals are extremely secondary to binocular sight. There's a reason that people with strabismus lose depth perception. Their point stands. (Though Apple could technically do a parallax effect by face tracking if they wanted)

> There's a reason that people with strabismus lose depth perception.

Still we don't stumble onto things nor do we fail recognise what is on a glass vs inside. Even if we do not have binocular depth perception, we actually perceive depth irl just fine.

And people with binocular vision also fall for depth illusions just fine, too. The brain does a lot of predictive processing. It would be too inefficient to be constantly relying on such details for basic tasks.

Re: iOS 26.1 lets users control Liquid Glass transparency

#216
post #162

Earlier quoted context omitted.

There's been a "reduce transparency" toggle under Accessibility settings forever and it's exactly what you want.

No, I do NOT want "reduce[d] transparency", I want OPACITY.

Lower your voice

Re: iOS 26.1 lets users control Liquid Glass transparency

#217

Earlier quoted context omitted.

Only across time via parallax motion and depth refocusing, neither of which are available on the screen. And both of those signals are extremely secondary to binocular sight. There's a reason that people with strabismus lose depth perception. Their point stands. (Though Apple could technically do a parallax effect by face tracking if they wanted)

> There's a reason that people with strabismus lose depth perception. Still we don't stumble onto things nor do we fail recognise what is on a glass vs inside. Even if we do not have binocular depth perception, we actually perceive depth irl just fine. And people with binocular vision also fall for depth illusions just fine, too. The brain does a lot of predictive processing. It would be too inefficient to be constan…

> Even if we do not have binocular depth perception, we actually perceive depth irl just fine.

I don't think it's everyone of us because I struggle somewhat with pouring things into small openings (eg refilling a small bottle from a bigger one) and most ball games (tennis, table tennis) are difficult.

I don't think it makes depth perception a problem, but I think it's unarguable mine isn't as good as the people I know with binocular vision.

Re: iOS 26.1 lets users control Liquid Glass transparency

#218

Earlier quoted context omitted.

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

I liked aero too, XP was too fisher price.

XP Media Center Edition had a pretty slick theme, not at all toy-like. To say nothing of the Metro interface in its titular app, though it seems Metro was kind of a dud when they tried to apply it to other apps.

Re: iOS 26.1 lets users control Liquid Glass transparency

#219
post #124

Earlier quoted context omitted.

Unifying the look and feel to such a literal degree on desktop was a weird choice and I hate it a lot on my personal and work machine.

Do you like the enormous round borders?

I do not.

Re: iOS 26.1 lets users control Liquid Glass transparency

#220

Earlier quoted context omitted.

Even looking at pro CS players, a single 8 KHz entry is found in the table at https://liquipedia.net/counterstrike/List_of_player_mouse_se... , so it's a really odd hill to try to die on. They really are great gaming machines from a hardware perspective. I wouldn't bother with an x86 laptop for gaming if it weren't for the software (mostly DRM) side.

That is wildly outdated, everyone is using 8khz input now. Keyboards too. This also completely ignores the 600-640hz monitors they are playing on. Even 1khz mkb input on an apple silicon mac connected to a 500hz screen has insane utilization just doing shit in the OS. They are also struggling with variable refresh rate, improperly dropping down to the minimum (as low as 24hz) with jarring, jagged jumps up to the maxi…

No, not "everyone" is using 8 KHz polling now... it breaks a lot of game engines for no benefit (even 4 KHz) but is heavily marketed because higher numbers. Worse yet, 8 KHz eats the kernel with interrupts (even on my 9800X3D) instead of letting the game run as fast as possible.

High refresh rate monitors are great, yes, but those are still sub KHz - you're talking about polling a mouse at 13x the rate of the highest end esports monitors as some minimum bar for when a machine can be for gaming - get out of here with that kind of artificial gatekeeping.

No complaints about Asahi though :).

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