With the release of Lion, users can now see some of the groundwork that Apple has laid down in OS X for ultra high resolution displays. We covered Apple's support of these new "HiDPI" modes while OS X Lion was still in beta.
For those who have downloaded Apple's Xcode for Lion, you can enable "HiDPI" mode in the Quartz Debug application found in the Developer directory. Once enabled, OS X's Displays control panel offers additional 1/4 (and lower) resolution sizes as shown here on a 30" Cinema Display with a native resolution of 2560x1600:
Unfortunately, there's not much to see yet. The 1280x800 HiDPI resolution shown here represents exactly 1/4 of the area of the native resolution of the 30" Cinema Display and simply offers you a zoomed in view on present day monitors.
The reasoning is that when displays do reach ultra high resolutions and dots per inch (DPI), simply drawing the OS X interface as-is would result in very small interface elements. Apple's solution is to scale all on-screen elements automatically by a factor of two (in each direction).
So, in the future, we might be using 2560x1600 (HiDPI) mode on a theoretical 30" 5120x3200 pixel display. All user interface elements would stay the same size as today's 30" Cinema Display, but when available, higher resolution textures would be used to render the graphics. This is the same way that it worked when Apple transitioned from the original iPhone resolution to the iPhone 4's retina display.
Arstechnica offers a good example screenshot showing this in effect. Fonts already render in the higher resolution while bitmapped graphics demonstrate a blocky effect as they have not yet been replaced with high resolution ("Retina") graphics.
The groundwork is there now, so when technology catches up, we could see double-DPI Retina displays in our future.
Thursday November 20, 2025 6:28 am PST by Joe Rossignol
Apple's annual four-day Black Friday through Cyber Monday shopping event is returning on Friday, November 28 through Monday, December 1 in many countries, including the United States, Canada, Australia, New Zealand, France, Germany, Italy, Spain, the United Kingdom, Belgium, the Netherlands, Sweden, Thailand, and others.
During the shopping event, customers can get an Apple gift card with...
Thursday November 20, 2025 10:50 am PST by Joe Rossignol
iOS 26.2 is currently in beta testing. The upcoming update includes a handful of new features and changes on the iPhone, including a new Liquid Glass slider for the Lock Screen's clock, offline lyrics for Apple Music, and more.
In a recent press release, Apple confirmed that iOS 26.2 will be released to all users in December, but it did not provide a specific release date.
Keep reading...
Friday November 21, 2025 3:53 am PST by Tim Hardwick
Apple has begun selling the Hikawa Phone Grip and Stand, a new limited-edition iPhone accessory designed with accessibility in mind.
Designed by LA-based Bailey Hikawa to celebrate the 40th anniversary of accessibility at Apple, the grip uses magnets to securely snap onto any iPhone with MagSafe.
Apple says it can be removed with ease, and doubles as a stand with two different viewing...
Wednesday November 19, 2025 4:00 am PST by Tim Hardwick
Apple's iPhone development roadmap runs several years into the future and the company is continually working with suppliers on several successive iPhone models at the same time, which is why we often get rumored features months ahead of launch. The iPhone 18 series is no different, and we already have a good idea of what to expect for the iPhone 18 Pro and iPhone 18 Pro Max.
One thing worth...
Black Friday is just over a week away, and iPad deals have finally started to flood in at retailers like Amazon and Best Buy. Below we're tracking discounts on every current generation iPad, including lowest-ever prices on M3 iPad Air and M5 iPad Pro, plus steep markdowns on iPad and iPad mini.
Note: MacRumors is an affiliate partner with some of these vendors. When you click a link and make a ...
Thursday November 20, 2025 7:01 am PST by Tim Hardwick
Apple Watch owners have been voicing their frustration online over changes to the Workout app that Apple introduced in watchOS 26, with many finding the redesigned interface makes starting exercises difficult and exasperating.
When Apple launched watchOS 26 in September, the Workout app went from large, easily tapped workout tiles to a scrolling, corner-button interface. Instead of tapping a ...
Apple's eighth-generation iPad mini is highly likely to arrive next year, offering a significant refresh of the device with at least four major new features.
OLED Display
The next-generation version of the iPad mini could feature an OLED display, as part of Apple's plan to expand the display technology across many more of its devices. Apple's first OLED device was the Apple Watch in 2015, ...
Thursday November 20, 2025 8:21 am PST by Joe Rossignol
In select U.S. states, residents can add their driver's license or state ID to the Apple Wallet app on the iPhone and Apple Watch, and then use it to display proof of identity or age at select airports and businesses, and in select apps.
Earlier this week, Illinois became the 13th state in the U.S. to offer the feature. Subsequently, we shared a list of additional states that are committed...
Thursday November 20, 2025 9:47 am PST by Juli Clover
Google today announced a new cross-platform feature that allows for file sharing between iPhone and Android users. With AirDrop on the iPhone and QuickShare on Pixel 10 devices, there is a new file transfer function available.
The file sharing option works on Apple devices that include iPhone, iPad, and Mac, along with the Pixel 10, Pixel 10 Pro, Pixel 10 Pro XL, and Pixel 10 Fold....
So, maybe you'd care to enlighten us ? Maybe I'm just nostalgic for the 80s and 90s, back when vector graphics were a possibility. Now that we have much more powerful CPUs and GPUs, it seems that vector graphics have become way too hard to handle... :rolleyes:
Only stuff that's required to scale. IE : the UI.
And games have been using vector graphics since the 80s and 90s, at least, games made with a little known technology called Flash. Or the above Sierra game, Conquest of Camelot ;) In fact, isn't that screenshot from a game that uses vector graphics ? (Plants vs Zombies ?).
Obviously, not all UI elements are needed to scale. The desktop wallpaper can remain a bitmap image, but things like icons, buttons, fonts and all UI controls would need to be scaled.
Think man, think.
Sure, I'll help enlighten. ;) Here are just a few points (some of which Arn has already pointed out):
* Photorealistic graphics. As stated multiple times, you can't use vector for this.
* Pixel-perfect designs. When you see a gorgeous iPhone or iPad app, it's because of this. You can't just resize a vector icon and expect it to look great at any size. It simply doesn't work like that.
* Processing power. Load a complicated piece of vector artwork in Illustrator. It takes time to process all the math in a vector illustration.
* File size. Making the assumption that vector is always smaller is wildly incorrect. Sometimes it is, sometimes it isn't.
* Textures. Wood, cloth, stone, grunge. Those detailed, fantastic textures aren't vector -- they're raster. Can you use vector for them? Yes, the simple ones. But to get the same depth of detail (and you never will, because textures are often photorealistic), you get back to hurting processing power.
* Effects rendering. Rasterizing an effect is much simpler than combining it with vector art. It's simple for the designer, prevents a developer from having to code the effect (which is no small task), and saves processing power.
* Development time. Coding for vector in everything can increase development time due to the shortcomings of vector-based art. Often it's just faster to use rasterized artwork. Keep in mind this doesn't mean a designer doesn't use vector in his workflow, it just means that he saves it to raster at the end.
These are just a few things off the top of my head. I'm sure there are many more, but I don't have time to write a short story. ;)
That's funny, I could have sworn you originally said:
Man up and admit you were wrong for goodness sakes.
I was replying to a generalisation of the fact. Someone stated they are bigger. I said they are not, in response to their generalisation. I could of gone all boring and started stating static vector filesizes and variable bitmap sizes for scaled images of each format but I didn't.
What is your problem anyway? I asked a question 'why cant vectors be used?'. Someone, maybe you, responded and I then asked a further question regarding the response? Are we not allowed to ask questions on forums these days without people looking for a fight? Why do I have to 'man up' when I have already stated I dont fully understand the concept?
I'm asking questions because I don't understand something. I don't pretend to understand things either unlike some people around here.