Originally posted by mppix
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Also, one of those platforms is controlled by a hardware company that can simply Not Make anything with a low PPI display, and one of them 99% only runs on phones, which have extremely high PPI, an enormously high ratio of screen resolution to GPU power, and wide usage of pentile subpixel layouts.
It triples/quadruples the effective pixels to manage.
And it seems like GTK4 should be able to get subpixel AA essentially for free if they rendered their subpixel-positioned glyph cache at 1/3 px offsets instead of 1/4 px offsets. If the app knows which display it's drawn on, which it must to handle scaling, then that would even let you correctly handle monitors that are rotated or have different subpixel order.
And people will use 8k+ multi-monitor setups during GTK4's life.
Second, people will also use <=1080p setups during GTK4's life. GTK4 is live now. 1080p is still at 67% share on the Steam hardware survey. And that's biased toward techies who buy new computers to run games on. By Mozilla's numbers, 1080p is rarer, but only because of even lower resolutions. 4k has less than half the userbase of 1280x800, has recently eclipsed the bizarre 1360x768, and is crawling along around %1 share. #OccupyGTK4
Third the general direction the market is going for 4K desktop monitors is stuck around 150 PPI, 'til death do us part. It seems like most people don't want to eat the cost in GPU power or display cable bandwidth -- or literal cost -- unless they can get more screen real estate out of it. Dell made one 24" 4K display, but they discontinued it, and it didn't support modern features like refresh rates above 60 Hz or VRR. High-PPI is going to be laptop and smartphone only for the foreseeable future. Likely even restricted to high-end laptops, or budget ones that make substantial sacrifices elsewhere.
Originally posted by mppix
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The usual explanation of subpixel AA -- that it emulates 3x horizontal resolution -- is wrong, and trying to do that does create color fringes. What subpixel AA really does is correct for a predictable convergence error of the monitor. You are rendering each color plane shifted by 1/3 px or a little less, to compensate for the fact that the they are shifted the other direction by the same amount on the physical display.
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