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.
Wednesday December 24, 2025 8:40 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.
The feature is currently available in 13 U.S. states and Puerto Rico, and it is expected to launch in at least seven more in the future.
To set up the...
Tuesday December 23, 2025 8:36 am PST by Joe Rossignol
While the iPhone 18 Pro and iPhone 18 Pro Max are not expected to launch for another nine months, there are already plenty of rumors about the devices.
Below, we have recapped 12 features rumored for the iPhone 18 Pro models.
The same overall design is expected, with 6.3-inch and 6.9-inch display sizes, and a "plateau" housing three rear cameras
Under-screen Face ID
Front camera in...
Monday December 22, 2025 11:30 am PST by Juli Clover
Apple hasn't updated the Apple TV 4K since 2022, and 2025 was supposed to be the year that we got a refresh. There were rumors suggesting Apple would release the new Apple TV before the end of 2025, but it looks like that's not going to happen now.
Subscribe to the MacRumors YouTube channel for more videos.
Bloomberg's Mark Gurman said several times across 2024 and 2025 that Apple would...
Wednesday December 24, 2025 9:27 am PST by Juli Clover
2026 is almost upon us, and a new year is a good time to try out some new apps. We've rounded up 10 excellent Mac apps that are worth checking out.
Subscribe to the MacRumors YouTube channel for more videos.
Alt-Tab (Free) - Alt-Tab brings a Windows-style alt + tab thumbnail preview option to the Mac. You can see a full window preview of open apps and app windows.
One Thing (Free) -...
Monday December 22, 2025 8:47 am PST by Joe Rossignol
Earlier this month, Apple released iOS 26.2, following more than a month of beta testing. It is a big update, with many new features and changes for iPhones.
iOS 26.2 adds a Liquid Glass slider for the Lock Screen's clock, offline lyrics in Apple Music, and more. Below, we have highlighted a total of eight new features.
Liquid Glass Slider on Lock Screen
A new slider in the Lock...
Tuesday December 23, 2025 5:21 am PST by Tim Hardwick
Apple's first foldable iPhone, rumored for release next year, may turn out to be smaller than most people imagine, if a recent report is anything to go by. According to The Information, the outer display on the book-style device will measure just 5.3 inches – that's smaller than the 5.4-inch screen on the iPhone mini, a line Apple discontinued in 2022 due to poor sales. The report has led ...
Apple reportedly tested a version of the first-generation AirPods with bright, iPhone 5c-like colored charging cases.
The images, shared by the Apple leaker and prototype collector known as "Kosutami," claim to show first-generation AirPods prototypes with pink and yellow exterior casings. The interior of the charging case and the earbuds themselves remain white.
They seem close to some...
Tuesday December 23, 2025 11:55 am PST by Juli Clover
Samsung is working on a new foldable smartphone that's wider and shorter than the models that it's released before, according to Korean news site ETNews. The "Wide Fold" will compete with Apple's iPhone Fold that's set to launch in September 2026.
Samsung's existing Galaxy Z Fold7 display is 6.5 inches when closed, and 8 inches when open, with a 21:9 aspect ratio when folded and a 20:18...
Wednesday December 24, 2025 7:24 am PST by Joe Rossignol
With the end of 2025 near, the time has come to look back at the devices and accessories that Apple discontinued throughout the year.
Most of the products that were discontinued this year were simply replaced by a new model with an updated chip. However, the iPhone SE line was entirely discontinued when the iPhone 16e launched, and the iPhone Plus line is being phased out.
Below, we have...
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.