What is the difference between screen with resolution 2560*1440 with zoom - 200% and screen with resolution...












29















I have a laptop with native screen resolution as 2560*1440.
So that means it has 2560 pixels dot horizontally and 1440 pixel dots vertically.



I can also force the system to display as a screen with resolution as 1280*720 (which is basically 1/4th of the pixels when compared to 2560*1440).
which forces the system to use 4 native pixels to display 1 pixel of the picture.



                   .    .
. ->
. .
[2560*1440] [1280*720]


Similar effect when i keep the screen resolution at 2560*1440 and zoom of 200%.
ie, to display every pixel of the picture, screen uses its 4 native pixels.



Still i see difference in the screen clarity between the two settings.
Please see below for the screen shot of the two-



screen with 2560*1440 resolution with zoom of 200%
enter image description here



screen with 1280*720 resolution (without any zoom)
enter image description here



Can somebody explain the reason for this difference in clarity?










share|improve this question




















  • 2





    “which forces the system to use 4 native pixels to display 1 pixel of the picture.” – Not necessarily. Pixel Doubling is unfortunately not always used. // What exactly do you mean by “clarity”? Optimal quality can only be achieved with the native panel resolution, that’s a well-known fact.

    – Daniel B
    2 days ago






  • 2





    Look at both images closely, you could see the difference. The image capture when the system is configured with the resolution 1280*720 looks more pixelated. If you zoom the images you could make out the difference. While working on the system, the difference is pretty noticable. System with resolution 1280*720 looks more pixelated.

    – Darshan L
    2 days ago











  • I agree that optimal quality id achieved with native panel resolution. But here I am trying to understand what is happening under the hood in these two settings. Well, I might be wrong with the pixel doubling, that was my understanding. Anyways, can you explain clearly what's happening between the 2 settings.

    – Darshan L
    2 days ago


















29















I have a laptop with native screen resolution as 2560*1440.
So that means it has 2560 pixels dot horizontally and 1440 pixel dots vertically.



I can also force the system to display as a screen with resolution as 1280*720 (which is basically 1/4th of the pixels when compared to 2560*1440).
which forces the system to use 4 native pixels to display 1 pixel of the picture.



                   .    .
. ->
. .
[2560*1440] [1280*720]


Similar effect when i keep the screen resolution at 2560*1440 and zoom of 200%.
ie, to display every pixel of the picture, screen uses its 4 native pixels.



Still i see difference in the screen clarity between the two settings.
Please see below for the screen shot of the two-



screen with 2560*1440 resolution with zoom of 200%
enter image description here



screen with 1280*720 resolution (without any zoom)
enter image description here



Can somebody explain the reason for this difference in clarity?










share|improve this question




















  • 2





    “which forces the system to use 4 native pixels to display 1 pixel of the picture.” – Not necessarily. Pixel Doubling is unfortunately not always used. // What exactly do you mean by “clarity”? Optimal quality can only be achieved with the native panel resolution, that’s a well-known fact.

    – Daniel B
    2 days ago






  • 2





    Look at both images closely, you could see the difference. The image capture when the system is configured with the resolution 1280*720 looks more pixelated. If you zoom the images you could make out the difference. While working on the system, the difference is pretty noticable. System with resolution 1280*720 looks more pixelated.

    – Darshan L
    2 days ago











  • I agree that optimal quality id achieved with native panel resolution. But here I am trying to understand what is happening under the hood in these two settings. Well, I might be wrong with the pixel doubling, that was my understanding. Anyways, can you explain clearly what's happening between the 2 settings.

    – Darshan L
    2 days ago
















29












29








29


3






I have a laptop with native screen resolution as 2560*1440.
So that means it has 2560 pixels dot horizontally and 1440 pixel dots vertically.



I can also force the system to display as a screen with resolution as 1280*720 (which is basically 1/4th of the pixels when compared to 2560*1440).
which forces the system to use 4 native pixels to display 1 pixel of the picture.



                   .    .
. ->
. .
[2560*1440] [1280*720]


Similar effect when i keep the screen resolution at 2560*1440 and zoom of 200%.
ie, to display every pixel of the picture, screen uses its 4 native pixels.



Still i see difference in the screen clarity between the two settings.
Please see below for the screen shot of the two-



screen with 2560*1440 resolution with zoom of 200%
enter image description here



screen with 1280*720 resolution (without any zoom)
enter image description here



Can somebody explain the reason for this difference in clarity?










share|improve this question
















I have a laptop with native screen resolution as 2560*1440.
So that means it has 2560 pixels dot horizontally and 1440 pixel dots vertically.



I can also force the system to display as a screen with resolution as 1280*720 (which is basically 1/4th of the pixels when compared to 2560*1440).
which forces the system to use 4 native pixels to display 1 pixel of the picture.



                   .    .
. ->
. .
[2560*1440] [1280*720]


Similar effect when i keep the screen resolution at 2560*1440 and zoom of 200%.
ie, to display every pixel of the picture, screen uses its 4 native pixels.



Still i see difference in the screen clarity between the two settings.
Please see below for the screen shot of the two-



screen with 2560*1440 resolution with zoom of 200%
enter image description here



screen with 1280*720 resolution (without any zoom)
enter image description here



Can somebody explain the reason for this difference in clarity?







display images resolution pixels






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 2 days ago







Darshan L

















asked 2 days ago









Darshan LDarshan L

18828




18828








  • 2





    “which forces the system to use 4 native pixels to display 1 pixel of the picture.” – Not necessarily. Pixel Doubling is unfortunately not always used. // What exactly do you mean by “clarity”? Optimal quality can only be achieved with the native panel resolution, that’s a well-known fact.

    – Daniel B
    2 days ago






  • 2





    Look at both images closely, you could see the difference. The image capture when the system is configured with the resolution 1280*720 looks more pixelated. If you zoom the images you could make out the difference. While working on the system, the difference is pretty noticable. System with resolution 1280*720 looks more pixelated.

    – Darshan L
    2 days ago











  • I agree that optimal quality id achieved with native panel resolution. But here I am trying to understand what is happening under the hood in these two settings. Well, I might be wrong with the pixel doubling, that was my understanding. Anyways, can you explain clearly what's happening between the 2 settings.

    – Darshan L
    2 days ago
















  • 2





    “which forces the system to use 4 native pixels to display 1 pixel of the picture.” – Not necessarily. Pixel Doubling is unfortunately not always used. // What exactly do you mean by “clarity”? Optimal quality can only be achieved with the native panel resolution, that’s a well-known fact.

    – Daniel B
    2 days ago






  • 2





    Look at both images closely, you could see the difference. The image capture when the system is configured with the resolution 1280*720 looks more pixelated. If you zoom the images you could make out the difference. While working on the system, the difference is pretty noticable. System with resolution 1280*720 looks more pixelated.

    – Darshan L
    2 days ago











  • I agree that optimal quality id achieved with native panel resolution. But here I am trying to understand what is happening under the hood in these two settings. Well, I might be wrong with the pixel doubling, that was my understanding. Anyways, can you explain clearly what's happening between the 2 settings.

    – Darshan L
    2 days ago










2




2





“which forces the system to use 4 native pixels to display 1 pixel of the picture.” – Not necessarily. Pixel Doubling is unfortunately not always used. // What exactly do you mean by “clarity”? Optimal quality can only be achieved with the native panel resolution, that’s a well-known fact.

– Daniel B
2 days ago





“which forces the system to use 4 native pixels to display 1 pixel of the picture.” – Not necessarily. Pixel Doubling is unfortunately not always used. // What exactly do you mean by “clarity”? Optimal quality can only be achieved with the native panel resolution, that’s a well-known fact.

– Daniel B
2 days ago




2




2





Look at both images closely, you could see the difference. The image capture when the system is configured with the resolution 1280*720 looks more pixelated. If you zoom the images you could make out the difference. While working on the system, the difference is pretty noticable. System with resolution 1280*720 looks more pixelated.

– Darshan L
2 days ago





Look at both images closely, you could see the difference. The image capture when the system is configured with the resolution 1280*720 looks more pixelated. If you zoom the images you could make out the difference. While working on the system, the difference is pretty noticable. System with resolution 1280*720 looks more pixelated.

– Darshan L
2 days ago













I agree that optimal quality id achieved with native panel resolution. But here I am trying to understand what is happening under the hood in these two settings. Well, I might be wrong with the pixel doubling, that was my understanding. Anyways, can you explain clearly what's happening between the 2 settings.

– Darshan L
2 days ago







I agree that optimal quality id achieved with native panel resolution. But here I am trying to understand what is happening under the hood in these two settings. Well, I might be wrong with the pixel doubling, that was my understanding. Anyways, can you explain clearly what's happening between the 2 settings.

– Darshan L
2 days ago












3 Answers
3






active

oldest

votes


















72














It looks like you are referring to "zoom 200%" in some OS settings.



When you use 1280*720 everything is rendered in this resolution and then scaled up as a bitmap (by your monitor). The final image indeed consists of 2x2 pixel blocks.



When you use 2560*1440 resolution with zoom of 200% then every object is scaled up first, then rendered in the full resolution. With a bitmap it may not make a difference but objects like TrueType fonts or vector graphics scale "smoothly", they can alter every available pixel separately. In effect the resulting image doesn't necessarily form 2x2 pixel blocks on your screen as in the first case.





Example





  1. Let's start with low resolution 4x4:



    grid4




  2. We draw an object described as "upper-left right triangle, 4x4, black":



    triangle4 on grid4




  3. The monitor gets the above bitmap and scales it to its native resolution 8x8, so each original pixel becomes a 2x2 pixel block:



    triangle4 scaled




  4. Now let's use 8x8 resolution from the very beginning:



    grid8




  5. We consider an object described as "upper-left right triangle, 4x4, black":



    triangle4 on grid8




  6. But we tell the OS to use 200% zoom. The OS recalculates the object and gets "upper-left right triangle, 8x8, black":



    trinagle8 on grid8



    This is then sent to the monitor and displayed.




Comparison:



triangle4 scaledtrinagle8 on grid8



Note if we only had the original 4x4 triangle as a bitmap, the final result would be like the left one above, regardless if the scaling was done by the OS or the monitor. Mathematical description of the triangle allowed the OS to recalculate it to new dimensions and get the smooth image at the end.



In modern operating systems many GUI elements, fonts etc. are available as "mathematical descriptions" that may be recalculated smoothly to given dimensions (zoomed). The general term is vector graphics.






share|improve this answer





















  • 2





    @DarshanL GIMP, but my work was with single pixels, as if I was in a most basic editor (MS Paint from some old Windows would suffice). Originally these red lines were 1 pixel wide. The files were then resized by the factor of 500% so they don't appear tiny here.

    – Kamil Maciorowski
    2 days ago






  • 2





    Your example showing the result of scaling a 4x4 image to 8x8 is not the only way it can be done. It's also possible to do the scaling with anti-aliasing applied. In that case 16 of the pixels in the 8x8 version will contain the original pixel values, but those in between will be averaged values rather than copies. Not everybody agree on which approach looks best, but of course neither will look as nicely as a picture drawn in 8x8 pixels in the first place.

    – kasperd
    2 days ago






  • 7





    @kasperd: "It's also possible to do the scaling with anti-aliasing applied." No, it isn't. That's not "anti-aliasing"; it is filtering. It's interpolation between existing data. Interpolation can never eliminate aliasing; it can only turn aliasing into noise, which humans find more visually appealing. "Anti-aliasing" can only truly be achieved by techniques which take more samples, such as rendering at a higher resolution.

    – Nicol Bolas
    2 days ago






  • 1





    @MichaelHampton Including raster fonts?

    – Mast
    yesterday






  • 2





    @MichaelHampton I'm pretty sure my BIOS uses one. Then GRUB, then everything before X11 starts. And even then I can switch to a tty where, I guess, a raster font is used.

    – Kamil Maciorowski
    yesterday



















7














In addition to Kamil's excellent answer (graphics and text will be drawn at the improved resolution and therefore look better), MacOS and iOS actually allow the developer to use different artwork depending on the screen resolution. On a zoomed display, you may use artwork with additional details that wouldn't be readable on a lower quality display, and use artwork with fewer details for lower quality screens.



For example, in a word processor you might have an icon to create numbered lists. On a high resolution screen, that icon contains tiny numbers 1, 2, 3 which are just about readable. If that was scaled down to a low resolution screen, it would just be a blur, so for low resolution a hand designed lower resolution icon is used.






share|improve this answer


























  • By artwork, do you mean background wallpaper?

    – JoL
    2 days ago











  • @JoL no, I believe OP means different files for the same image. On MacOS, iOS, and some others (like Android), the developer can put a different file with different image size and details for the same image depending on the screen resolution/Retina support.

    – Andrew T.
    2 days ago











  • Not only on MacOS, but also on BSD and GNU/Linux based operating systems. AFAIK Windows does this too

    – Axel Advento
    21 hours ago











  • All operating systems do this...

    – Mikael Dúi Bolinder
    11 hours ago





















2














Your first image has 2511x1151 pixels. The fonts are clearly rendered to the full resolution rather than half-resolution, so your "200% zoom" concerns just the rendering scale rather than its contents (unless, of course, the content is only available as a bitmap in the original resolution). Your image is better than you expected it.



Now assuming that we scale up prerendered content (I can do this on my desktop using ALT-scroll rather than CTRL-scroll but don't know how prevalent that may be on desktops other than XFCE), you might encounter the opposite situation: that prerendered content looks worse than at original scale.



In that case, you might be seeing the effects of subpixel rendering. In a nutshell, red, green, and blue subpixels are on slightly different locations and subpixel rendering incorporates this information for rendering shapes that are slightly better than those rendered without that knowledge. Of course, when scaling up or printing or viewing on a screen with different color specifics, the subpixel relation of the rendering intent is no longer valid and the results may look worse than what you'd want to.



In a way, this is a variant of the "blocky" look when rendering on a device with more exactly rectangular pixels than what the intended display device was.






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    3 Answers
    3






    active

    oldest

    votes








    3 Answers
    3






    active

    oldest

    votes









    active

    oldest

    votes






    active

    oldest

    votes









    72














    It looks like you are referring to "zoom 200%" in some OS settings.



    When you use 1280*720 everything is rendered in this resolution and then scaled up as a bitmap (by your monitor). The final image indeed consists of 2x2 pixel blocks.



    When you use 2560*1440 resolution with zoom of 200% then every object is scaled up first, then rendered in the full resolution. With a bitmap it may not make a difference but objects like TrueType fonts or vector graphics scale "smoothly", they can alter every available pixel separately. In effect the resulting image doesn't necessarily form 2x2 pixel blocks on your screen as in the first case.





    Example





    1. Let's start with low resolution 4x4:



      grid4




    2. We draw an object described as "upper-left right triangle, 4x4, black":



      triangle4 on grid4




    3. The monitor gets the above bitmap and scales it to its native resolution 8x8, so each original pixel becomes a 2x2 pixel block:



      triangle4 scaled




    4. Now let's use 8x8 resolution from the very beginning:



      grid8




    5. We consider an object described as "upper-left right triangle, 4x4, black":



      triangle4 on grid8




    6. But we tell the OS to use 200% zoom. The OS recalculates the object and gets "upper-left right triangle, 8x8, black":



      trinagle8 on grid8



      This is then sent to the monitor and displayed.




    Comparison:



    triangle4 scaledtrinagle8 on grid8



    Note if we only had the original 4x4 triangle as a bitmap, the final result would be like the left one above, regardless if the scaling was done by the OS or the monitor. Mathematical description of the triangle allowed the OS to recalculate it to new dimensions and get the smooth image at the end.



    In modern operating systems many GUI elements, fonts etc. are available as "mathematical descriptions" that may be recalculated smoothly to given dimensions (zoomed). The general term is vector graphics.






    share|improve this answer





















    • 2





      @DarshanL GIMP, but my work was with single pixels, as if I was in a most basic editor (MS Paint from some old Windows would suffice). Originally these red lines were 1 pixel wide. The files were then resized by the factor of 500% so they don't appear tiny here.

      – Kamil Maciorowski
      2 days ago






    • 2





      Your example showing the result of scaling a 4x4 image to 8x8 is not the only way it can be done. It's also possible to do the scaling with anti-aliasing applied. In that case 16 of the pixels in the 8x8 version will contain the original pixel values, but those in between will be averaged values rather than copies. Not everybody agree on which approach looks best, but of course neither will look as nicely as a picture drawn in 8x8 pixels in the first place.

      – kasperd
      2 days ago






    • 7





      @kasperd: "It's also possible to do the scaling with anti-aliasing applied." No, it isn't. That's not "anti-aliasing"; it is filtering. It's interpolation between existing data. Interpolation can never eliminate aliasing; it can only turn aliasing into noise, which humans find more visually appealing. "Anti-aliasing" can only truly be achieved by techniques which take more samples, such as rendering at a higher resolution.

      – Nicol Bolas
      2 days ago






    • 1





      @MichaelHampton Including raster fonts?

      – Mast
      yesterday






    • 2





      @MichaelHampton I'm pretty sure my BIOS uses one. Then GRUB, then everything before X11 starts. And even then I can switch to a tty where, I guess, a raster font is used.

      – Kamil Maciorowski
      yesterday
















    72














    It looks like you are referring to "zoom 200%" in some OS settings.



    When you use 1280*720 everything is rendered in this resolution and then scaled up as a bitmap (by your monitor). The final image indeed consists of 2x2 pixel blocks.



    When you use 2560*1440 resolution with zoom of 200% then every object is scaled up first, then rendered in the full resolution. With a bitmap it may not make a difference but objects like TrueType fonts or vector graphics scale "smoothly", they can alter every available pixel separately. In effect the resulting image doesn't necessarily form 2x2 pixel blocks on your screen as in the first case.





    Example





    1. Let's start with low resolution 4x4:



      grid4




    2. We draw an object described as "upper-left right triangle, 4x4, black":



      triangle4 on grid4




    3. The monitor gets the above bitmap and scales it to its native resolution 8x8, so each original pixel becomes a 2x2 pixel block:



      triangle4 scaled




    4. Now let's use 8x8 resolution from the very beginning:



      grid8




    5. We consider an object described as "upper-left right triangle, 4x4, black":



      triangle4 on grid8




    6. But we tell the OS to use 200% zoom. The OS recalculates the object and gets "upper-left right triangle, 8x8, black":



      trinagle8 on grid8



      This is then sent to the monitor and displayed.




    Comparison:



    triangle4 scaledtrinagle8 on grid8



    Note if we only had the original 4x4 triangle as a bitmap, the final result would be like the left one above, regardless if the scaling was done by the OS or the monitor. Mathematical description of the triangle allowed the OS to recalculate it to new dimensions and get the smooth image at the end.



    In modern operating systems many GUI elements, fonts etc. are available as "mathematical descriptions" that may be recalculated smoothly to given dimensions (zoomed). The general term is vector graphics.






    share|improve this answer





















    • 2





      @DarshanL GIMP, but my work was with single pixels, as if I was in a most basic editor (MS Paint from some old Windows would suffice). Originally these red lines were 1 pixel wide. The files were then resized by the factor of 500% so they don't appear tiny here.

      – Kamil Maciorowski
      2 days ago






    • 2





      Your example showing the result of scaling a 4x4 image to 8x8 is not the only way it can be done. It's also possible to do the scaling with anti-aliasing applied. In that case 16 of the pixels in the 8x8 version will contain the original pixel values, but those in between will be averaged values rather than copies. Not everybody agree on which approach looks best, but of course neither will look as nicely as a picture drawn in 8x8 pixels in the first place.

      – kasperd
      2 days ago






    • 7





      @kasperd: "It's also possible to do the scaling with anti-aliasing applied." No, it isn't. That's not "anti-aliasing"; it is filtering. It's interpolation between existing data. Interpolation can never eliminate aliasing; it can only turn aliasing into noise, which humans find more visually appealing. "Anti-aliasing" can only truly be achieved by techniques which take more samples, such as rendering at a higher resolution.

      – Nicol Bolas
      2 days ago






    • 1





      @MichaelHampton Including raster fonts?

      – Mast
      yesterday






    • 2





      @MichaelHampton I'm pretty sure my BIOS uses one. Then GRUB, then everything before X11 starts. And even then I can switch to a tty where, I guess, a raster font is used.

      – Kamil Maciorowski
      yesterday














    72












    72








    72







    It looks like you are referring to "zoom 200%" in some OS settings.



    When you use 1280*720 everything is rendered in this resolution and then scaled up as a bitmap (by your monitor). The final image indeed consists of 2x2 pixel blocks.



    When you use 2560*1440 resolution with zoom of 200% then every object is scaled up first, then rendered in the full resolution. With a bitmap it may not make a difference but objects like TrueType fonts or vector graphics scale "smoothly", they can alter every available pixel separately. In effect the resulting image doesn't necessarily form 2x2 pixel blocks on your screen as in the first case.





    Example





    1. Let's start with low resolution 4x4:



      grid4




    2. We draw an object described as "upper-left right triangle, 4x4, black":



      triangle4 on grid4




    3. The monitor gets the above bitmap and scales it to its native resolution 8x8, so each original pixel becomes a 2x2 pixel block:



      triangle4 scaled




    4. Now let's use 8x8 resolution from the very beginning:



      grid8




    5. We consider an object described as "upper-left right triangle, 4x4, black":



      triangle4 on grid8




    6. But we tell the OS to use 200% zoom. The OS recalculates the object and gets "upper-left right triangle, 8x8, black":



      trinagle8 on grid8



      This is then sent to the monitor and displayed.




    Comparison:



    triangle4 scaledtrinagle8 on grid8



    Note if we only had the original 4x4 triangle as a bitmap, the final result would be like the left one above, regardless if the scaling was done by the OS or the monitor. Mathematical description of the triangle allowed the OS to recalculate it to new dimensions and get the smooth image at the end.



    In modern operating systems many GUI elements, fonts etc. are available as "mathematical descriptions" that may be recalculated smoothly to given dimensions (zoomed). The general term is vector graphics.






    share|improve this answer















    It looks like you are referring to "zoom 200%" in some OS settings.



    When you use 1280*720 everything is rendered in this resolution and then scaled up as a bitmap (by your monitor). The final image indeed consists of 2x2 pixel blocks.



    When you use 2560*1440 resolution with zoom of 200% then every object is scaled up first, then rendered in the full resolution. With a bitmap it may not make a difference but objects like TrueType fonts or vector graphics scale "smoothly", they can alter every available pixel separately. In effect the resulting image doesn't necessarily form 2x2 pixel blocks on your screen as in the first case.





    Example





    1. Let's start with low resolution 4x4:



      grid4




    2. We draw an object described as "upper-left right triangle, 4x4, black":



      triangle4 on grid4




    3. The monitor gets the above bitmap and scales it to its native resolution 8x8, so each original pixel becomes a 2x2 pixel block:



      triangle4 scaled




    4. Now let's use 8x8 resolution from the very beginning:



      grid8




    5. We consider an object described as "upper-left right triangle, 4x4, black":



      triangle4 on grid8




    6. But we tell the OS to use 200% zoom. The OS recalculates the object and gets "upper-left right triangle, 8x8, black":



      trinagle8 on grid8



      This is then sent to the monitor and displayed.




    Comparison:



    triangle4 scaledtrinagle8 on grid8



    Note if we only had the original 4x4 triangle as a bitmap, the final result would be like the left one above, regardless if the scaling was done by the OS or the monitor. Mathematical description of the triangle allowed the OS to recalculate it to new dimensions and get the smooth image at the end.



    In modern operating systems many GUI elements, fonts etc. are available as "mathematical descriptions" that may be recalculated smoothly to given dimensions (zoomed). The general term is vector graphics.







    share|improve this answer














    share|improve this answer



    share|improve this answer








    edited 2 days ago

























    answered 2 days ago









    Kamil MaciorowskiKamil Maciorowski

    25.6k155578




    25.6k155578








    • 2





      @DarshanL GIMP, but my work was with single pixels, as if I was in a most basic editor (MS Paint from some old Windows would suffice). Originally these red lines were 1 pixel wide. The files were then resized by the factor of 500% so they don't appear tiny here.

      – Kamil Maciorowski
      2 days ago






    • 2





      Your example showing the result of scaling a 4x4 image to 8x8 is not the only way it can be done. It's also possible to do the scaling with anti-aliasing applied. In that case 16 of the pixels in the 8x8 version will contain the original pixel values, but those in between will be averaged values rather than copies. Not everybody agree on which approach looks best, but of course neither will look as nicely as a picture drawn in 8x8 pixels in the first place.

      – kasperd
      2 days ago






    • 7





      @kasperd: "It's also possible to do the scaling with anti-aliasing applied." No, it isn't. That's not "anti-aliasing"; it is filtering. It's interpolation between existing data. Interpolation can never eliminate aliasing; it can only turn aliasing into noise, which humans find more visually appealing. "Anti-aliasing" can only truly be achieved by techniques which take more samples, such as rendering at a higher resolution.

      – Nicol Bolas
      2 days ago






    • 1





      @MichaelHampton Including raster fonts?

      – Mast
      yesterday






    • 2





      @MichaelHampton I'm pretty sure my BIOS uses one. Then GRUB, then everything before X11 starts. And even then I can switch to a tty where, I guess, a raster font is used.

      – Kamil Maciorowski
      yesterday














    • 2





      @DarshanL GIMP, but my work was with single pixels, as if I was in a most basic editor (MS Paint from some old Windows would suffice). Originally these red lines were 1 pixel wide. The files were then resized by the factor of 500% so they don't appear tiny here.

      – Kamil Maciorowski
      2 days ago






    • 2





      Your example showing the result of scaling a 4x4 image to 8x8 is not the only way it can be done. It's also possible to do the scaling with anti-aliasing applied. In that case 16 of the pixels in the 8x8 version will contain the original pixel values, but those in between will be averaged values rather than copies. Not everybody agree on which approach looks best, but of course neither will look as nicely as a picture drawn in 8x8 pixels in the first place.

      – kasperd
      2 days ago






    • 7





      @kasperd: "It's also possible to do the scaling with anti-aliasing applied." No, it isn't. That's not "anti-aliasing"; it is filtering. It's interpolation between existing data. Interpolation can never eliminate aliasing; it can only turn aliasing into noise, which humans find more visually appealing. "Anti-aliasing" can only truly be achieved by techniques which take more samples, such as rendering at a higher resolution.

      – Nicol Bolas
      2 days ago






    • 1





      @MichaelHampton Including raster fonts?

      – Mast
      yesterday






    • 2





      @MichaelHampton I'm pretty sure my BIOS uses one. Then GRUB, then everything before X11 starts. And even then I can switch to a tty where, I guess, a raster font is used.

      – Kamil Maciorowski
      yesterday








    2




    2





    @DarshanL GIMP, but my work was with single pixels, as if I was in a most basic editor (MS Paint from some old Windows would suffice). Originally these red lines were 1 pixel wide. The files were then resized by the factor of 500% so they don't appear tiny here.

    – Kamil Maciorowski
    2 days ago





    @DarshanL GIMP, but my work was with single pixels, as if I was in a most basic editor (MS Paint from some old Windows would suffice). Originally these red lines were 1 pixel wide. The files were then resized by the factor of 500% so they don't appear tiny here.

    – Kamil Maciorowski
    2 days ago




    2




    2





    Your example showing the result of scaling a 4x4 image to 8x8 is not the only way it can be done. It's also possible to do the scaling with anti-aliasing applied. In that case 16 of the pixels in the 8x8 version will contain the original pixel values, but those in between will be averaged values rather than copies. Not everybody agree on which approach looks best, but of course neither will look as nicely as a picture drawn in 8x8 pixels in the first place.

    – kasperd
    2 days ago





    Your example showing the result of scaling a 4x4 image to 8x8 is not the only way it can be done. It's also possible to do the scaling with anti-aliasing applied. In that case 16 of the pixels in the 8x8 version will contain the original pixel values, but those in between will be averaged values rather than copies. Not everybody agree on which approach looks best, but of course neither will look as nicely as a picture drawn in 8x8 pixels in the first place.

    – kasperd
    2 days ago




    7




    7





    @kasperd: "It's also possible to do the scaling with anti-aliasing applied." No, it isn't. That's not "anti-aliasing"; it is filtering. It's interpolation between existing data. Interpolation can never eliminate aliasing; it can only turn aliasing into noise, which humans find more visually appealing. "Anti-aliasing" can only truly be achieved by techniques which take more samples, such as rendering at a higher resolution.

    – Nicol Bolas
    2 days ago





    @kasperd: "It's also possible to do the scaling with anti-aliasing applied." No, it isn't. That's not "anti-aliasing"; it is filtering. It's interpolation between existing data. Interpolation can never eliminate aliasing; it can only turn aliasing into noise, which humans find more visually appealing. "Anti-aliasing" can only truly be achieved by techniques which take more samples, such as rendering at a higher resolution.

    – Nicol Bolas
    2 days ago




    1




    1





    @MichaelHampton Including raster fonts?

    – Mast
    yesterday





    @MichaelHampton Including raster fonts?

    – Mast
    yesterday




    2




    2





    @MichaelHampton I'm pretty sure my BIOS uses one. Then GRUB, then everything before X11 starts. And even then I can switch to a tty where, I guess, a raster font is used.

    – Kamil Maciorowski
    yesterday





    @MichaelHampton I'm pretty sure my BIOS uses one. Then GRUB, then everything before X11 starts. And even then I can switch to a tty where, I guess, a raster font is used.

    – Kamil Maciorowski
    yesterday













    7














    In addition to Kamil's excellent answer (graphics and text will be drawn at the improved resolution and therefore look better), MacOS and iOS actually allow the developer to use different artwork depending on the screen resolution. On a zoomed display, you may use artwork with additional details that wouldn't be readable on a lower quality display, and use artwork with fewer details for lower quality screens.



    For example, in a word processor you might have an icon to create numbered lists. On a high resolution screen, that icon contains tiny numbers 1, 2, 3 which are just about readable. If that was scaled down to a low resolution screen, it would just be a blur, so for low resolution a hand designed lower resolution icon is used.






    share|improve this answer


























    • By artwork, do you mean background wallpaper?

      – JoL
      2 days ago











    • @JoL no, I believe OP means different files for the same image. On MacOS, iOS, and some others (like Android), the developer can put a different file with different image size and details for the same image depending on the screen resolution/Retina support.

      – Andrew T.
      2 days ago











    • Not only on MacOS, but also on BSD and GNU/Linux based operating systems. AFAIK Windows does this too

      – Axel Advento
      21 hours ago











    • All operating systems do this...

      – Mikael Dúi Bolinder
      11 hours ago


















    7














    In addition to Kamil's excellent answer (graphics and text will be drawn at the improved resolution and therefore look better), MacOS and iOS actually allow the developer to use different artwork depending on the screen resolution. On a zoomed display, you may use artwork with additional details that wouldn't be readable on a lower quality display, and use artwork with fewer details for lower quality screens.



    For example, in a word processor you might have an icon to create numbered lists. On a high resolution screen, that icon contains tiny numbers 1, 2, 3 which are just about readable. If that was scaled down to a low resolution screen, it would just be a blur, so for low resolution a hand designed lower resolution icon is used.






    share|improve this answer


























    • By artwork, do you mean background wallpaper?

      – JoL
      2 days ago











    • @JoL no, I believe OP means different files for the same image. On MacOS, iOS, and some others (like Android), the developer can put a different file with different image size and details for the same image depending on the screen resolution/Retina support.

      – Andrew T.
      2 days ago











    • Not only on MacOS, but also on BSD and GNU/Linux based operating systems. AFAIK Windows does this too

      – Axel Advento
      21 hours ago











    • All operating systems do this...

      – Mikael Dúi Bolinder
      11 hours ago
















    7












    7








    7







    In addition to Kamil's excellent answer (graphics and text will be drawn at the improved resolution and therefore look better), MacOS and iOS actually allow the developer to use different artwork depending on the screen resolution. On a zoomed display, you may use artwork with additional details that wouldn't be readable on a lower quality display, and use artwork with fewer details for lower quality screens.



    For example, in a word processor you might have an icon to create numbered lists. On a high resolution screen, that icon contains tiny numbers 1, 2, 3 which are just about readable. If that was scaled down to a low resolution screen, it would just be a blur, so for low resolution a hand designed lower resolution icon is used.






    share|improve this answer















    In addition to Kamil's excellent answer (graphics and text will be drawn at the improved resolution and therefore look better), MacOS and iOS actually allow the developer to use different artwork depending on the screen resolution. On a zoomed display, you may use artwork with additional details that wouldn't be readable on a lower quality display, and use artwork with fewer details for lower quality screens.



    For example, in a word processor you might have an icon to create numbered lists. On a high resolution screen, that icon contains tiny numbers 1, 2, 3 which are just about readable. If that was scaled down to a low resolution screen, it would just be a blur, so for low resolution a hand designed lower resolution icon is used.







    share|improve this answer














    share|improve this answer



    share|improve this answer








    edited yesterday

























    answered 2 days ago









    gnasher729gnasher729

    27715




    27715













    • By artwork, do you mean background wallpaper?

      – JoL
      2 days ago











    • @JoL no, I believe OP means different files for the same image. On MacOS, iOS, and some others (like Android), the developer can put a different file with different image size and details for the same image depending on the screen resolution/Retina support.

      – Andrew T.
      2 days ago











    • Not only on MacOS, but also on BSD and GNU/Linux based operating systems. AFAIK Windows does this too

      – Axel Advento
      21 hours ago











    • All operating systems do this...

      – Mikael Dúi Bolinder
      11 hours ago





















    • By artwork, do you mean background wallpaper?

      – JoL
      2 days ago











    • @JoL no, I believe OP means different files for the same image. On MacOS, iOS, and some others (like Android), the developer can put a different file with different image size and details for the same image depending on the screen resolution/Retina support.

      – Andrew T.
      2 days ago











    • Not only on MacOS, but also on BSD and GNU/Linux based operating systems. AFAIK Windows does this too

      – Axel Advento
      21 hours ago











    • All operating systems do this...

      – Mikael Dúi Bolinder
      11 hours ago



















    By artwork, do you mean background wallpaper?

    – JoL
    2 days ago





    By artwork, do you mean background wallpaper?

    – JoL
    2 days ago













    @JoL no, I believe OP means different files for the same image. On MacOS, iOS, and some others (like Android), the developer can put a different file with different image size and details for the same image depending on the screen resolution/Retina support.

    – Andrew T.
    2 days ago





    @JoL no, I believe OP means different files for the same image. On MacOS, iOS, and some others (like Android), the developer can put a different file with different image size and details for the same image depending on the screen resolution/Retina support.

    – Andrew T.
    2 days ago













    Not only on MacOS, but also on BSD and GNU/Linux based operating systems. AFAIK Windows does this too

    – Axel Advento
    21 hours ago





    Not only on MacOS, but also on BSD and GNU/Linux based operating systems. AFAIK Windows does this too

    – Axel Advento
    21 hours ago













    All operating systems do this...

    – Mikael Dúi Bolinder
    11 hours ago







    All operating systems do this...

    – Mikael Dúi Bolinder
    11 hours ago













    2














    Your first image has 2511x1151 pixels. The fonts are clearly rendered to the full resolution rather than half-resolution, so your "200% zoom" concerns just the rendering scale rather than its contents (unless, of course, the content is only available as a bitmap in the original resolution). Your image is better than you expected it.



    Now assuming that we scale up prerendered content (I can do this on my desktop using ALT-scroll rather than CTRL-scroll but don't know how prevalent that may be on desktops other than XFCE), you might encounter the opposite situation: that prerendered content looks worse than at original scale.



    In that case, you might be seeing the effects of subpixel rendering. In a nutshell, red, green, and blue subpixels are on slightly different locations and subpixel rendering incorporates this information for rendering shapes that are slightly better than those rendered without that knowledge. Of course, when scaling up or printing or viewing on a screen with different color specifics, the subpixel relation of the rendering intent is no longer valid and the results may look worse than what you'd want to.



    In a way, this is a variant of the "blocky" look when rendering on a device with more exactly rectangular pixels than what the intended display device was.






    share|improve this answer




























      2














      Your first image has 2511x1151 pixels. The fonts are clearly rendered to the full resolution rather than half-resolution, so your "200% zoom" concerns just the rendering scale rather than its contents (unless, of course, the content is only available as a bitmap in the original resolution). Your image is better than you expected it.



      Now assuming that we scale up prerendered content (I can do this on my desktop using ALT-scroll rather than CTRL-scroll but don't know how prevalent that may be on desktops other than XFCE), you might encounter the opposite situation: that prerendered content looks worse than at original scale.



      In that case, you might be seeing the effects of subpixel rendering. In a nutshell, red, green, and blue subpixels are on slightly different locations and subpixel rendering incorporates this information for rendering shapes that are slightly better than those rendered without that knowledge. Of course, when scaling up or printing or viewing on a screen with different color specifics, the subpixel relation of the rendering intent is no longer valid and the results may look worse than what you'd want to.



      In a way, this is a variant of the "blocky" look when rendering on a device with more exactly rectangular pixels than what the intended display device was.






      share|improve this answer


























        2












        2








        2







        Your first image has 2511x1151 pixels. The fonts are clearly rendered to the full resolution rather than half-resolution, so your "200% zoom" concerns just the rendering scale rather than its contents (unless, of course, the content is only available as a bitmap in the original resolution). Your image is better than you expected it.



        Now assuming that we scale up prerendered content (I can do this on my desktop using ALT-scroll rather than CTRL-scroll but don't know how prevalent that may be on desktops other than XFCE), you might encounter the opposite situation: that prerendered content looks worse than at original scale.



        In that case, you might be seeing the effects of subpixel rendering. In a nutshell, red, green, and blue subpixels are on slightly different locations and subpixel rendering incorporates this information for rendering shapes that are slightly better than those rendered without that knowledge. Of course, when scaling up or printing or viewing on a screen with different color specifics, the subpixel relation of the rendering intent is no longer valid and the results may look worse than what you'd want to.



        In a way, this is a variant of the "blocky" look when rendering on a device with more exactly rectangular pixels than what the intended display device was.






        share|improve this answer













        Your first image has 2511x1151 pixels. The fonts are clearly rendered to the full resolution rather than half-resolution, so your "200% zoom" concerns just the rendering scale rather than its contents (unless, of course, the content is only available as a bitmap in the original resolution). Your image is better than you expected it.



        Now assuming that we scale up prerendered content (I can do this on my desktop using ALT-scroll rather than CTRL-scroll but don't know how prevalent that may be on desktops other than XFCE), you might encounter the opposite situation: that prerendered content looks worse than at original scale.



        In that case, you might be seeing the effects of subpixel rendering. In a nutshell, red, green, and blue subpixels are on slightly different locations and subpixel rendering incorporates this information for rendering shapes that are slightly better than those rendered without that knowledge. Of course, when scaling up or printing or viewing on a screen with different color specifics, the subpixel relation of the rendering intent is no longer valid and the results may look worse than what you'd want to.



        In a way, this is a variant of the "blocky" look when rendering on a device with more exactly rectangular pixels than what the intended display device was.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered 2 days ago







        user984361





































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