iPhone 6 Screens Demystified (paintcodeapp.com)
over 8 years ago from David Barker
over 8 years ago from David Barker
Demystified but convoluted as all hell.
Man, this is what I was dreading.
unrelated, but for an app that "turn[s] drawings into code" you'd expect a graphic like this not to be a giant image.
Even though I understand the downsampling logic, I don't really get the rationale.
Display cost and power consumption seem to be the most important factors here. They are after profits and battery life.
Yes but why sacrifice quality?
Here is a good post on why Apple probably chose this route. https://medium.com/@brucewangsg/the-curious-case-of-iphone-6-1080p-display-b33dac5bbcb6
Even though I understand the downsampling logic, I don't really get the rationale.
Seems likely that next year’s iPhone Plus will be a full 3× display.
I’d say this is just a temporary hack to get things working for now. I would have preferred a 2× panel at the same size, but who know what the backstory is... maybe there were other things to consider, relating to supply chain and the hardware?
One of the interesting things is that @3x scaled may look better than @2x native, at least with text. There is still more pixels being used for the same shape, so you get a better result.
The iPhone 6 Plus is probably a bit of a stopgap, but has been said before designing for the dpi of a highly detailed screen one day will be as useful as designing for the dpi of a printer.
Am I interpreting correctly here that tap targets will end up physically smaller on the device targeted at users with larger hands?
My understanding is that the tap target should be the same working off of the baseline 44x44 pt.
(scroll to the bottom)
But that 44 pt tap target would be physically smaller on the iPhone 6 Plus than it would be on any other iPhone, correct?
Just like how a 44 pt tap target is physically larger on a 9.7" iPad than it is on an iPad mini or any iPhone.
points are physically smaller on 6+
Nope.
All iPhones are 163 points per inch, except the iPhone 6 Plus, which is 153 points per inch. As a comparison, the iPad Air is 132 points per inch.
So the UI scale is slightly bigger than the iPhone 6. I think they got that aspect right.
Glad to hear I was misinterpreting that :P
The whole downsampling thing is just... ugh
So it won't be possible to draw a pixelperfect 1px line? Yeh, Apple must be kiddin' … That's even worse than Android. Do we really need an iPhone 6 plus?! WTF! :(
I wonder if, because the physical pixel dimensions are even smaller than a retina display, would the fact that it's not pixel perfect even be noticeable??
It will be pixel perfect in the Points, but not in "pixels" but as you said. the small anti alias will look nice, and be damn near invisible to anyone's eyes.
And the trade off that the 6s can have a true higher resolution (Read: non downsampled) screen means we don't have to redo anything later!
would the fact that it's not pixel perfect even be noticeable??
Can you tell the difference between a 1px thick line and a 2px thick line in a running app on an iPhone 5/5s/5c/4s/4? If so, you’ll likely be able to notice that the iPhone 6 Plus isn’t pixel perfect.
I'm wondering that myself at 401ppi. Hopefully this spec splinter will be short lived and fairly inconsequential in the long run.
Well maybe it's just time we stopped using PNGs for every single icon & such. In theory, PaintCode should be a brilliant life-saving tool come September 19.
Seriously. It seems so backwards that the web is using vectors more than apps now.
It's just that easy!
Ack, I miss Steve. A 3.5" screen is the sweet spot.
Wow. That's gonna be like Android hell!
I was getting used to designing directly @2x, then going back to @1x, making some cleaning and export the assets in both resolutions.
Now I think the best way is to design first @1x, then scale to 2x, export the assets, and finally scale to 3x and export the iPhone 6 Plus assets. Is that correct?
I confess I'm a little bit confused.
That will work. The issue with the article is that the @3x will be downscaled with a weird ratio that will make assets blurry.
Yes, the ratio is weird but I don't think downscale / down sample automatically means blurry assets -- we do that all the time with digital photography in Photoshop you just ended up with less "information" and "details" on screen.
Photography vs UI design, though. There aren't a lot of exact "1px" lines to account for in photography, so downsampling almost never yields "blurry" results in photos.
I can't accept this, but I wana try.
That's horrible.
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