Earlier quoted context omitted.
Browser/webview have had iOS 7+ style blur for a while now, but won’t have an answer to emulating Liquid Glass shaders for a while. EDIT: although perhaps this will allow emulation in webview if performance isn’t abysmal https://developer.mozilla.org/en-US/docs/Web/SVG/Reference/E...
It's already been imitated in CSS https://twitter.com/bbssppllvv/status/1932325303273271727
Apple introduces a universal design across platforms
961–970 of 1001 posts
Re: Apple introduces a universal design across platforms
#962I don't post here often, but I hope someone at Apple is reading this as this is one of the worst designs I have seen from this company. Even in their own presentation they shows text hard to read, text on top of text. It's an accessibility and usability nightmare. I really don't want to give up iMessage but if what ships looks as bad as this I may jump ship.
Re: Apple introduces a universal design across platforms
#963Earlier quoted context omitted.
I don't understand how you can both appreciate the importance of good design, but at the same time claim that making good design is not a full time job.
Because good design turns into bad design when the designers have nothing better to do.
Re: Apple introduces a universal design across platforms
#964Earlier quoted context omitted.
This is also likely a performance nightmare. Funny that they mention that "new hardware has enabled us to..." which means that this will perform poorly on old devices. At a previous company, we were forbidden from using translucency (with a few exceptions) because of the performance cost of blending. There are debugging tools we'd use fairly often to confirm that all layers were opaque.
Unlikely. Frosted glass blur was introduced almost twelve years ago in iOS 7, and was supported all the way down to the iPhone 4. Many apps like control center have used a full screen blur without any performance issues for a long time. Apple at the time created their own 'approximate gaussian blur' algorithm specifically to enable this, and it ran crazy fast on devices where a simple gaussian blur would barely achie…
Re: Apple introduces a universal design across platforms
#965Re: Apple introduces a universal design across platforms
#966Earlier quoted context omitted.
This is also likely a performance nightmare. Funny that they mention that "new hardware has enabled us to..." which means that this will perform poorly on old devices. At a previous company, we were forbidden from using translucency (with a few exceptions) because of the performance cost of blending. There are debugging tools we'd use fairly often to confirm that all layers were opaque.
> this will perform poorly on old devices I don't know how long you've been following Apple but with previous "high cost on old hardware" features they just disabled them for old hardware. Apple loves their battery life numbers, they won't purposefully ship a UI feature that meaningfully reduces them. Now bugs that drop framerates and cause hangs, they love shipping those.
...under pressure of consumer protection and e-waste laws. As it should be, I hope the other phone manufacturers are experiencing the same pressure.
Re: Apple introduces a universal design across platforms
#967Earlier quoted context omitted.
This is also likely a performance nightmare. Funny that they mention that "new hardware has enabled us to..." which means that this will perform poorly on old devices. At a previous company, we were forbidden from using translucency (with a few exceptions) because of the performance cost of blending. There are debugging tools we'd use fairly often to confirm that all layers were opaque.
Windows Vista introduced this same concept. Performance was awful unless you had compatible graphics acceleration. 20 years later, I think most devices should be fine, especially Apple devices.
Re: Apple introduces a universal design across platforms
#968Earlier quoted context omitted.
This is also likely a performance nightmare. Funny that they mention that "new hardware has enabled us to..." which means that this will perform poorly on old devices. At a previous company, we were forbidden from using translucency (with a few exceptions) because of the performance cost of blending. There are debugging tools we'd use fairly often to confirm that all layers were opaque.
Interestingly, in iOS 18, suppressing transparency (there’s a setting for it) makes performance worse, not better. The UI lags significantly more with transparency disabled. I expect it will be the same with iOS 26: there will be setting to reduce the transparency (which I find highly distracting) but it will make performance actually worse…
I had "Reduce Transparency" check-box in settings turned on because I distaste semit-transparent interfaces. Was not noticing performance problems except one application - Ogranics Maps which were unusably slow after switching to another app and returning to maps so I had to restart it freqently (swipe up). I was thinking that the problem is with Ogranics Maps code.
After seeing this comment re-enabled transparency (iOS default) and Ogranics Maps working fast even if I switch between Organic Maps and other apps!
Re: Apple introduces a universal design across platforms
#969Earlier quoted context omitted.
Interestingly, in iOS 18, suppressing transparency (there’s a setting for it) makes performance worse, not better. The UI lags significantly more with transparency disabled. I expect it will be the same with iOS 26: there will be setting to reduce the transparency (which I find highly distracting) but it will make performance actually worse…
Did suppressing transparency also turn on processor throttling or something too? Like putting the device in a power saver mode?
Also reported here for example: https://discussions.apple.com/thread/255911835
Re-enabling transparency improved this a lot, also keyboard still hangs a bit from time to time. I’m always in power save mode, on an iPhone 12, running iOS18.
Re: Apple introduces a universal design across platforms
#970Earlier quoted context omitted.
Interestingly, in iOS 18, suppressing transparency (there’s a setting for it) makes performance worse, not better. The UI lags significantly more with transparency disabled. I expect it will be the same with iOS 26: there will be setting to reduce the transparency (which I find highly distracting) but it will make performance actually worse…
Thanks for this insight. It's very counter intuitive. Normally transparency is additional work for a GPU. I had "Reduce Transparency" check-box in settings turned on because I distaste semit-transparent interfaces. Was not noticing performance problems except one application - Ogranics Maps which were unusably slow after switching to another app and returning to maps so I had to restart it freqently (swipe up). I was…
Also reported here for example:
https://www.reddit.com/r/iphone/comments/1d2ncvu/if_your_old...