[HN Gopher] Challenge: Pixel perfect design ___________________________________________________________________ Challenge: Pixel perfect design Author : tosh Score : 156 points Date : 2022-06-12 16:54 UTC (6 hours ago) (HTM) web link (developer.apple.com) (TXT) w3m dump (developer.apple.com) | drno123 wrote: | Is Apple preparing a new product that will have low-res | black&white display? | solarist wrote: | Apple glass maybe? | solardev wrote: | I hope it's an Apple Microwave | vbezhenar wrote: | My bet is keyboard with programmatic top key row (like Touch | Bar) | Macha wrote: | Maybe the next iPhone gets an always on display | mas-ev wrote: | I can't help but think this is linked to an Apple eink display | prototype. | solardev wrote: | Would be cool to see an eink keyboard too, where each key can | show something different, like: | | https://www.artlebedev.com/optimus/popularis/ | | (but with tactile feedback!! not one giant touch bar, lol) | stefanv wrote: | Just a thought: what if this some kind of teaser for a new device | Apple is preparing? Maybe some e-ink device? Ok, I know we are in | 2022, but I would really love to see some "low-tech" device from | them. I'll try to wake up now :) | richardw wrote: | Yeah, my wife just wants a shuffle. No not some other thing | that needs you to be connected to Spotify. Just music to run | with. | selykg wrote: | Apple Watch kind of plays that part. | | https://support.apple.com/guide/watch/add-music- | apd483798d11... | solardev wrote: | Sorry, dumb question, but does it let me listen to | downloaded music on my earphones even when I don't have a | phone with me? (Never had a proper smartwatch). | | Like can I download music directly to the Watch (what about | DRM?) and can it connect to Airpods or other bluetooth | without a phone? | hutattedonmyarm wrote: | You can download music directly to the watch, at least | with Apple Music. No idea if it works with a local | library. However, other apps have the ability too, so | chances are good that there are other apps as well. | | It can connect to Bluetooth headphones just fine without | an iPhone, I only carry the watch when I go for a run | solardev wrote: | Cool, thanks! I didn't know they could do that. Looks | like it supports Spotify Premium too. Music for exercise | would be awesome! (I know, I'm way behind the curve) | richardw wrote: | I have one but she has a Suunto. Can't believe someone else | hasn't created a real competitor to the shuffle. | yosito wrote: | This was my thought too. Although I don't think resolution is a | really big constraint on eink devices. | seanalltogether wrote: | Could also be the opposite. This could be a "one last hurrah" | kind of contest to announce that they are moving the entire os | to some kind of resolution independent vector ui architecture. | 2bitencryption wrote: | possibly the v1 of the inevitable "Apple mixed reality | visor/glasses" has a low-res, mono-color display, or else it | uses low-res mono-color as an "idle" mode when not actively in | use so the user is not distracted? | [deleted] | nlh wrote: | I agree with your thought. "Challenges" like this rarely exists | in a vacuum -- I bet there's something coming where this is | relevant, and this is a chance for them to crowdsource design | options. | | BTW -- not implying there's malice here -- there is something | genuinely fun about a design challenge like this, but I bet | there's an ulterior motive too :) | 0x20cowboy wrote: | Aesprite is a great piece of kit for anyone doing the challenge | (or doing pixel art in general) https://www.aseprite.org/ - you | can get it via the steam store too for the big 3 platforms. | jws wrote: | Problems with pixel perfect layout were what made me give SwiftUI | a 12 month "wait for maturity" last year. I hope this and the new | SwiftUI custom layout capabilities signal an interest in this at | Apple. | | I was making strip charts of data at fairly high density and | wanted my minor grid lines to be one pixel wide. You _must_ make | them line up with a physical screen pixel or they turn into a | blurry anti aliased mess. As of last year I never found a good | way to connect a SwiftUI view to its physical screen pixel | positions. I've done this for many years in UIKit, and while | extra effort, it is at least possible. | | I think this problem is partially why people used "magic marker" | aesthetic on their digital charts rather than "engineering pad". | I guess it's time for another crack at it. | solardev wrote: | How do you do "one pixel wide" when there are so many devices, | viewports, LCD/LED types, zoom sizes for accessibility, etc.? | It's all virtualized these days, no? A single pixel on | something like a watch or 4k 27" display might not even be | visible to the average person... | jws wrote: | With UIKit you can query the device, it's subpixel structure, | and the alignment of your abstract window on the device and | work it out from there. | | Mostly, it's possible there is an abstracted display at a | non-native resolution over something like an HDMI. But if you | are running your display at a non-native resolution then you | just don't care about details and you deserve what you get. | steve76 wrote: | dmix wrote: | This is a really good video about how Apple cares about being | pixel perfect compared to Windows with something simple and | obvious like the mouse cursor icon: | | https://www.youtube.com/watch?v=YThelfB2fvg | | The improvements he made are also quite nice, Microsoft should | take note... | WHA8m wrote: | It's a catastrophe with windows. Make two windows snap to the | borders, so together they're fullscreen? 2 pixel gap between | the windows; 1 pixel gap at the right, left and upper side; 2 | pixel gap to the windows bar at the bottom. How can this be so | hard? And even if it's hard, this is so obvious you really want | to fix it. | layer8 wrote: | I'm pretty sure it's a deliberate choice for some reason, | though I agree that it's hideous. | grishka wrote: | Apple gives no shit about being pixel-perfect lately. Try using | modern macOS on a non-retina display and your eyes will bleed | because every single icon is drawn as if there's no pixel grid | whatsoever. Everything is a blurry mess. Steve Jobs would've | definitely fired someone over this, yet with Tim Cook it stays | unfixed for more than 2 years -- I'd guess because pixel- | perfect icons don't affect the bottom line. | foodstances wrote: | On some MacBooks, the default screen resolution is not a | perfect 2x, but something like 1.75x. This means macOS is | drawing its framebuffer in 2x, then scaling it down to 1.75x | to fit the actual screen resolution which blurs things. | | The new MacBook Pro for example uses perfect 2x scaling, but | the MacBook Air has a smaller resolution screen and is not | 2x. | deergomoo wrote: | It really is appalling. It's not just icons; if you switch | Finder to gallery view and look at some photos, the previews | aren't scaled properly. The only way I can describe it is | that it looks like it was downsampled without any blending-- | as if they just picked every fourth pixel or something. | Really jaggedy. | | I fully appreciate that it's never gonna look anywhere near | as good as a display with 4x as many pixels, but it's really, | really bad. The same monitor on a Windows machine looks | great! | Macha wrote: | Did some rearranging of my desks to seperate my work and play | spaces, so my work from home desk now has a 1080p 21" | monitor. It's amazing how not built for that modern macOS is. | Even font rendering is a disaster again. | grishka wrote: | defaults -currentHost write -g AppleFontSmoothing -int 0 | | This should help with the font rendering. | gabereiser wrote: | To be fair, if you are trying it on a non-retina display, | you're out of spec or running hackintosh. Aren't all mac's | retina? | | _edit_ I totally forgot about plug-in external displays... | in which case, ya need 1440p or better. | deergomoo wrote: | > in which case, ya need 1440p or better | | You can't really get 1440p monitors any smaller than 27" | though. And I have a (really quite good) 27" 1440p monitor | and it looks like dog shit on macOS. Same monitor under | Windows looks great. Sure it doesn't hold a candle to my | MacBook's own 220ppi screen but it handily outclasses | whatever the hell macOS is doing at 1x scaling | grishka wrote: | Apple still sells Macs that don't come with a screen. If | someone buys a Mac Mini, chances are high that they will | plug into it the monitor they already own, which most | probably won't be retina. | | I do use a 1440p monitor. The blurriness is still very much | noticeable. It was much better on Mojave when all icons | were drawn to the pixel grid. | | And yes I'd buy a 5K monitor, which is the retina | equivalent of 1440p, but these things aren't exactly easy | to come by. Besides the blurriness is still visible even on | retina displays, it's just not as pronounced. | chrismorgan wrote: | You can't tell me Apple cares about pixel perfection when they | implement fractional scaling (which, last time I heard, was I | think effectively the _only choice_ on most of their laptops) | with rendering at the next integer up and downscaling. | | Basically Apple have made it so that it's _literally | impossible_ to be pixel perfect, even though they were in the | best position by far to force developers to do it properly, in | those few where it didn't Just Work. Microsoft's approach to | fractional scaling is incomparably more sensible, and Wayland | is finally heading towards being able to handle it properly | (though I find it quite ridiculous that they didn't just | _start_ by doing it properly). | paldepind2 wrote: | How did Wayland do it initially and how are they doing it | now? | grishka wrote: | Actually no. The latest generation of MacBooks increases the | screen dpi and the default setting is actual real 2x scaling. | Though it doesn't help much because see my reply to the | parent comment. It's noticeable on retina too, just not as | much. | cube00 wrote: | I noticed the images looked a little blurred to me for pixel art. | Digging further into it, they're oversized high resolution JPEG | images scaled down by the browser rather then correctly sized | PNGs. | | Putting quality aside and thinking about the poor internet pipes; | each image is around 100kb in size and had it been a two bit | black and white PNG would have been around 12kb. | | I know, I know, it's a probably an off the shelf CMS system but | still, it's Apple, if anyone can afford to care about the little | things like this shouldn't it be them? | 0xCAP wrote: | If only Safari shipped AVIF support... | jansan wrote: | Yes, using a lossy image format for pixel art or images with a | small number of colors in general has always been a a bad idea. | Many people do not see the artefacts, but they are there, and | the fact that the file size is even bigger with lower quality | does not make it better. | | BTW, the images also contain a grid, so you would need at least | three colors, which requires 2 bit per pixel before | compression. | arendtio wrote: | Didn't notice it until I read your comment... Revenge: | https://xkcd.com/1015/ | | Btw. what display/resolution are you using? | greggman3 wrote: | There is actually no perfect solution | | For one, browser's can't agree on what CSS solution to pick. | Chrome and Safari have `image-rendering: pixelated` whereas | Firefox has `image-rendering: crisp-edges`. The spec used to | say pixelated meant "keep it looking pixelated" and that | "crisp-edges" meant to keep the edges crisp and so allowed | various algorithms. The spec was changed in early 2021 so that | crisp-edges means "nearest-neighbor" and "pixelated" still | means "keep it looking like pixels" which implies nearest- | neighbor + extra. | | It gets worse though. What is the web developer's intent? | | Example: I put <img src="128x128.png" | style="width: 256px; height: 256px; image-rendering: | pixelated"> | | Seems straight forward right? I want my 128x128 pixel image | displayed double size (256x256) where each original pixel is | 2x2 pixels on the user's machine. | | But, that's not how browsers work. My Windows Desktop has a | devicePixelRatio of 1.25 so asking for a 256px by 256px CSS | pixel image gives 317x317 device pixels. That means this | 128x128 pixel image, scaled to 317x317 with nearest neighbor | filtering is going to look really really bad as some pixels get | 2x2 and others get 1x1 scaling. This is why `pixelated` = | "nearest neighbor" may not actually be what the web designer | wants. | | Where as, if you manually scale the 128x128 image to say | 512x512 using nearest neighbor and then let the browser scale | it to 256x256 * devicePixelRatio using the default bilinear | filtering it will likely look better. | | Note: You can get these non-integer devicePixelRatio values on | Chrome or Firefox just by zooming in the browsers (Cmd/Ctrl | +/-). On Windows you can also go into the display settings and | choose an OS level devicePixelRatio so that OS handled UI | widgets and well written apps will adjust how they draw. | | See example: | | https://jsgist.org/?src=c65dfc4e2ed2e547a2d5aad69360be6d | | Zoom in and out and, at least on my machines the right (pre- | scaled externally and then scaled down) looks better than the | left (original resolution with image-renedering: pixelated | codedokode wrote: | > There is actually no perfect solution | | There is one: choose the size so that the image is displayed | without scaling. | kixiQu wrote: | I'm not sure why you're saying there's "no true" definition: | there is a spec difference between pixelated and crisp-edges: | https://stackoverflow.com/a/25278886 | greggman3 wrote: | I'm saying it because I've actually read the spec. The spec | | https://drafts.csswg.org/css-images/#the-image-rendering | | says | | > pixelated: | | > The image is scaled in a way that preserves the pixelated | nature of the original as much as possible, but allows | minor smoothing instead of awkward distortion when | necessary. | | The spec does not say "use nearest neighbor". In fact in | specifically allows not using nearest neighbor (end of | first sentence). And further, it doesn't specify the | algorithm used. | | So there is no true definition of what you'll get. There is | only a general definition of the intent. | kixiQu wrote: | It explicitly says in the crisp-edges section: | | > The image must be scaled with the "nearest neighbor" | algorithm: treating the original image's pixel grid as a | literal grid of rectangles, scale those to the desired | size, then each pixel of the final image takes its color | solely from the nearest pixel of the scaled original | image. | | and then it explicitly says in the pixelated section, | right after the summarizing sentence you excerpted: | | > For each axis, independently determine the integer | multiple of its natural size that puts it closest to the | target size and is greater than zero. | | > Scale it to this integer-multiple-size as for crisp- | edges, then scale it the rest of the way to the target | size as for smooth. | | The first sentence is descriptive; what is prescribed | follows directly after it. I'm not sure how it could do | more than that to define "what you'll get". | toxik wrote: | They look great here. Safari on iOS. | saberience wrote: | They looked perfect to me, using an Macbook Air M1 and Chrome. | emkoemko wrote: | how do you not see the grey gradient they adding next to each | black pixel? making it seem blurry... | | unless i am missing something | vbezhenar wrote: | I can clearly see JPEG artifacts on iPhone. | zffr wrote: | Take a screenshot and zoom in. If perfectly pixel aligned the | edges should be sharp even when zoomed in on a screen shot. | In the screenshot you will see slightly blurry edges. | throw457 wrote: | emkoemko wrote: | https://devimages-cdn.apple.com/wwdc- | services/articles/image... | | your saying there is no anti aliasing ? this looks really | blurry, like you said open it up check with a color picker | and you will see the gradients.... | prashnts wrote: | I see gridlines on my iPhone, but only if I zoom in a lot. | I'm guessing this is a case of "designed and exported on | Retina display, for Retina display". Because yeah, in true | 1-bit image there won't be a grey gridline. | throw457 wrote: | pdpi wrote: | There's something odd going on with that picture, though, | because it has faint grid lines for the pixels. It's hard | to tell what's anti-aliasing blurring, and what's a grid | line. | ectopod wrote: | If you open it in GIMP, say, and zoom in the grid lines | are clearly part of the image. It's a mess. | throw457 wrote: | flowerbeater wrote: | Pixel art is a fun retro hobby, but as the article acknowledges, | "we create work for high-resolution HDR screens." Icons, logos, | and illustrations in general should be vector-first, so they will | show up cleanly on HiDPI and in the future, 4X or 8X DPI | interfaces. Too many icons and logos (even the Y on the top left | here in HN) look blurry on a simple 4K monitor with 200% scaling | (which is not uncommon now). | dmitriid wrote: | > will show up cleanly on HiDPI and in the future, 4X or 8X DPI | interfaces | | That future is still as far away as it was 20 years ago. | flowerbeater wrote: | Why do you think so? 20 years ago, everything was clearly in | 1X. Now, the Windows default for many resolutions is 1.5X and | my Macbook is 2X by default. iPhones and Androids are at | least 2X scaled by default. iPhones in the last 2 years (like | iPhone 12 and 13 are scaled 3X. So we've gone from 1X only, | to 2X pretty much everywhere for desktop, with 3X on the | latest phones. | layer8 wrote: | Full-HD monitors and laptops are still very common in the | corporate world and for non-affluent PC gamers. I don't see | this lower-cost segment going away anytime soon, since | display yield drops quadratically with DPI, and therefore | the associated cost increases quadratically with DPI. | ziml77 wrote: | > Too many icons and logos (even the Y on the top left here in | HN) look blurry on a simple 4K monitor with 200% scaling (which | is not uncommon now). | | This has been an issue with application icons on Windows for a | long time. For many applications the largest icon would be | 32x32. So when they changed the default desktop icon size to | 48x48, those all looked terrible. I hated seeing blurry icons | enough that I would make a larger version myself if I couldn't | find a decent replacement online | | In some cases I would actually need to make a custom 16x16 or | 24x24 icon, because whoever made the icon went the easy route | of just scaling down a larger icon to create the small ones. | Even if the source is a vector, most icons will not scale down | to those sizes and retain readability since the details | disappear. Alignment to the pixel grid is essential for tiny | icons. In these cases I would have to use Resource Hacker to | modify the icon stored in the executable (for desktop icons | that wasn't needed since you can change a shortcut to use any | icon file). | toxik wrote: | True, and pixel art was originally designed for cathode ray | tubes. This leads to a funny effect where modern pixel art | designers perhaps misunderstand the intended look of actual | oldskool pixel art and emulate it anyway. The same is true of | old fonts. | qubidt wrote: | Modern pixel artists far from "misunderstand" the legacy of | pixel art. They're specifically designing for a sensibility | and context that didn't exist when pixel art was originally | made. Actually talk to pixel artists and they'll explain this | to you themselves perfectly fine | layer8 wrote: | I have no idea about modern pixel art artist's thought | process, but it's generally under-appreciated that CRT-era | pixel art looks significantly different on todays displays | than it looked on the originally targeted hardware. | | That being said, there were also a couple of years in the | 2000's where pixel-based icons were specifically designed | for LCD. | toxik wrote: | So it seems you missed the word "perhaps" which essentially | makes this correction meaningless. | solardev wrote: | Even in the vector age, though, one of the things we've learned | from pixel icons is that different sizes would ideally have | different levels of detail. | | For example, see this camera icon: | https://useiconic.com/icons/camera-slr/ (in the left pane, | click the "three squares" icon to render them all at the same | size). All three are vectors (you can inspect them if you | want), but they still show different levels of detail. If you | take the high-detail icon and render it at a small size, the | details add visual clutter that are hard to understand at a | small output size. Or with this book icon | (https://useiconic.com/icons/book/), if you go the other way | and scale the small book up to a larger size, it's harder to | tell what it is because the "pages" part at the bottom is so | thick -- which was a design necessity at smaller outputs, or | it'd have been invisible, but at larger sizes it's too thick. | | So even with vectors, the essential takeaway of this particular | challenge still stands: | | > [how to] distill the essence of your design and make sure | your icon is clear and understandable at all sizes | | Every vector icon still gets rasterized at some point for | displaying to your monitor's pixel grid, not to mention human | perception. Vectorization is a transport/delivery concern, but | in and of itself it doesn't replace the thoughtful design of | the pixel era. | | Fonts can work similarly... they are usually vector these days, | but still each glyph can look different at different sizes and | can be dynamically controlled to look better at different | render sizes: https://developer.mozilla.org/en- | US/docs/Web/CSS/font-optica... | ziml77 wrote: | This is what annoyed me the first time I saw vector icons | used in Linux desktop environments. I appreciate the attempt | at making something that scales to any size, but in practice | you need to custom design the smallest versions of an icon. | | Even at the larger sizes, a vector won't always look great. | If the renderer doesn't fudge vector edges to snap to pixel | edges, you'll end up with blurry edges instead of clean, | sharp ones. | flowerbeater wrote: | > Even at the larger sizes, a vector won't always look | great. If the renderer doesn't fudge vector edges to snap | to pixel edges, you'll end up with blurry edges instead of | clean, sharp ones. | | Do you have an example? Text is essentially "vector" these | days, and I've never heard of anyone complaining that text | rendered on a modern screen has blurry edges. The | blurriness of some text is often "cleartype" or whatever | tricks are being used to make it look better on low-dpi | screens, which end up making it worse on modern displays. | layer8 wrote: | Fonts have hinting to align to pixels, which vector icons | don't. | navanchauhan wrote: | Submissions on Twitter: | https://twitter.com/search?q=%23WWDC22Challenges | lelandfe wrote: | Nice round up: | https://twitter.com/lindadong/status/1534573814079598594 | hnlmorg wrote: | I can't help feeling that a large number of those submissions | are really missing the point of economising on the canvas. | Almost all of them seem to have large swathes of empty space | around the icon rather than enlarging the logo to use the | entire canvas space. This leads to icons that are completely | unrecognisable at the smaller scales. Plus the smaller icons | are almost all just clones of their larger counterparts (as if | they just resized the image in photoshop -- though obviously | that's not what they literally did) rather than simplifying the | detail. | | That all said, there are still some genuinely impressive | efforts there. | | Yeah me thing that definitely stood out was how a lot of the | more iconic logos are already pretty simple (often even | monochromatic). Though I do also believe there was a fair | amount of selection bias going on too (people picking easy | icons to redesign). | 2bitencryption wrote: | > Once you've decided, explore a single element that captures the | essence of the app, and express that element in a simple, unique | shape. For example, the Mail app icon uses an envelope, which is | universally associated with mail. | | And this bullet point is underneath an example of... the "Photos" | app icon, I believe? Which basically violates this suggestion, | and as a result looks like a total mess in pixel format (even | more so than than the real-life hidpi version on my iPhone). | | Mail => envelope | | Messages => message bubble | | Photos => ...colorful peacock tail that suggests more of a | "painter's canvas" than it does "photographs" ?? | jammaloo wrote: | The icon isn't the photos app icon, although the general shape | is similar. | | >Add details cautiously. If the content or shape is overly | complex, details can be hard to discern. Icons at all three | sizes should generally match in appearance, although you can | explore subtle, richer, or more detailed additions at 48x48 | pixel size. | | I believe that example is meant to be an example of a bad icon, | as it has a complex shape with lots of different textures. | 2bitencryption wrote: | > The icon isn't the photos app icon, although the general | shape is similar. | | are you sure? I'm holding up my iPhone side-by-side, an to me | there's no doubt this is attempting to represent that. To | represent the different colors, the pixel version uses a | unique pattern for each "feather". It seems as 1:1 as a 48x48 | pixel version could be. | EGreg wrote: | planarhobbit wrote: | See also: all the commentary around font rendering on MacOS/OS X | vs Windows. IMHO Windows has always been far more towards pixel | accuracy, but what the hell do I know (the internet will tell me | I'm wrong either way!) | [deleted] | Macha wrote: | Well pixel accuracy is the wrong term for it, as the two | options are fitting the pixel grid (aka hinting) and being | accurate to the font vectors. Mac OS historically picked the | later, Windows the former. It was more of a difference before | subpixel rendering and now hi-dpi displays, but Apple have | recently dropped their subpixel support (since it's not needed | on retina displays) so it's once again an issue using macOS on | low PPI displays. | warpech wrote: | It's interesting that the nostalgia for "pixel-perfect design" | comes from a company that seems to have been on a mission to | remove pixels from the user's perception for the last 20 years. | | First, Apple promoted skeuomorphism as the most visible | difference from the pixelated look of Windows (OS X, 2001). | | Secondly, they made pixel-perfect designs irrelevant by making a | powerful, small handheld computer. It made the goals of pixel- | perfect design futile and triggered the RWD trend instead | (iPhone, 2007). | | Thirdly, they successfully pushed Hi-DPI screens to the masses, | which make the smallest elements on the screen too small for the | naked eye to be seen. (Retina, 2010). | | I say it with all due respect. These are absolutely brilliant | achievements. Still, some "Yeah, thank us for killing pixels" | would be in place. | jonassalen wrote: | Correct me if I'm wrong, but Steve Jobs didn't believe in | responsive webdesign and the browser on iPhone originally | didn't support RWD. He believed people should access the full | website and use gestures to zoom in and out on the website. | Part of the reason apple.com was so late adapting to mobile | breakpoints. | | So saying that the iPhone was responsible for RWD is too much | credit I think. | warpech wrote: | Apple invented the non-standard "viewport" meta tag and gave | guidelines on how to use it [1]. The article that has | popularized the term RWD mentions iPhone four times [2]. For | me it is obvious that RWD started from the iPhone, but maybe | our viewpoints (or viewports) differ. | | [1] https://developer.apple.com/library/archive/documentation | /Ap... | | [2] https://alistapart.com/article/responsive-web-design/ | im_down_w_otp wrote: | This is an interesting challenge. I fire up my Macintosh SE/30 | regularly to journal and organize my thoughts using Microsoft | Word 5.1 | | Every time I do it I'm impressed again and again what was | possible with a 512x342 black & white screen and a 16 MHz 68030 | attached to 8 MB of RAM (which is "overkill" for my use). It's | incredible the collective and integrated creativity that was | motivated by the constraints of the medium. | | Seeing Apple propose this challenge makes me wonder if there's | some kind of low-power, low-res product they're wanting to | release where these kinds of design constraints are relevant | again. | klodolph wrote: | Still hoping that some day, Google Docs will catch up with | Microsoft Word 5.1. | chrismorgan wrote: | When it comes to things like favicons, I _always_ design variants | for 16x16, 32x32 and larger scalable (or occasionally just | 256x256). It perpetually bothers me that no avatar system that I | know of supports different images at different sizes; the | constraints can be _significantly_ different, as in my own site's | favicon, where at one extreme 16x16 pretty much ignores vertical | border to get it as big as possible, and is also effectively | super thick and blocky, while at the other extreme the large-size | scalable one wants some definite padding, thinner lines, and | maybe other details. This is basic design stuff that is intuitive | and has been generally practised from the dawn of GUIs. | | As for black and white, well, I _have_ been thinking that way a | little more when contemplating e-ink displays, which handle | monochrome better than greyscale (faster, less ghosting). It may | surprise those that don't know to learn that reMarkable renders | your writing strictly monochrome with no antialiasing, presumably | for both of these reasons; and it works rather well, though I | _would_ appreciate a higher resolution than its 226dpi. (The UI | is all firmly black-and-white with no greys, but they _do_ use | anti-aliased rendering throughout.) | nurettin wrote: | I don't think apple is the company to talk about pixel perfect. | They don't even support native resolutions. It's either tiny, | unreadable text, or you have to scale. | parentheses wrote: | I feel that this a community feeler to test enthusiasm for | technical ingredients of their possible AR future offering. | mister_goo wrote: | I always turn off font anti-alias where possible. Some fonts are | pixel perfect without AA while others are not. I hate aliased | text with passion. | ChrisMarshallNY wrote: | I've been designing Apple icons since 1986, and clearly remember | using ResEdit to "paint" icons, one pixel at a time. | | These days, I always use Adobe Illustrator to create my digital | assets in vector form, and always start with black-and-white, for | logos and icons. That's fairly standard "branding" stuff. The | icon needs to be recognizable, even when reduced to 16 X 16 (OK, | I'll allow 32 X 32), and in monochrome. I seldom need to move to | Photoshop, to apply any raster work. | | Nowadays, Apple allows vector assets, so I usually include them | as vector PDF. It slows down Xcode, but seems to make the apps | look a lot better, and they are probably much smaller (App size | has never been an issue for me, anyway). | dmitriid wrote: | It's funny they post this challenge on Apple Developer when their | own icons in MacOS are not pixel perfect. ___________________________________________________________________ (page generated 2022-06-12 23:00 UTC)