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Designer's Guide to DPI
- rudian 5y agoThis looks pretty comprehensive and saves me from writing an article I’ve had in the back of my mind for a while. One core concept: Forget about “DPI” unless you’re printing or engineering monitors. You, designer, can’t decide how many pixels go in an inch. “72DPI” is a lie.
- kevingadd 5y agoScreen DPI values for modern devices tend to be pretty accurate and are useful if you want to at least approximate how big a square should be on someone's screen. For accessibility purposes you really want to make sure your text is big enough.
- isatty 5y agoI thought this was about deep packet inspection. Maybe we should disambiguate acronyms in the title if there’s space.
- kevingadd 5y agoLots of errors in this article. This for example is blatantly wrong and has been wrong for an eternity: Current OS do not scale 4K, it means that if you plug a 4K display to a Chromebook or a macbook, it will use the highest DPI asset, in this case the 200% or @2x ones, and display them at normal ratio, making everything look good but tiny. Hypothetical example: If you plug a 12" 4K screen to a computer with a 12" hi-res screen (2x), everything will appear twice as small. Windows has literally had some degree of high-DPI support since 95, and has been able to adapt to that hypothetical example for years. All of Apple's devices handle it too even if you have to coax them a bit to understand your display geometry. I really don't know what the author is trying to convey there.
- marcellus23 5y agoYep. macOS only supports 1x and 2x (maybe 3x?) natively, but will happily let you render at a higher-than-native res and scale down so you can approximate intermediate UI scales. And Windows seems to natively support vector rendering, with a large offering of different UI scales -- albeit 3rd party support for this is really hit or miss in my experience.
- radley 5y agoIt's good, but dated (2014).
- flowerlad 5y agoIn the Windows world, sadly, things are a mess. Most new laptops including Microsoft's newest Surface Studio have fractional scaling, i.e., scaling set to a number other than 100% or 200%. As Steve Jobs said when he originally introduced retina screens on the iPhone, the only scale that looks good after 100% is 200%. Any other scale will have display artifacts. If the scale is 150% or 300% then horizontal lines on a web page will appear to have different thicknesses even when they are all actually the same thickness. This is a deal breaker for web developers and graphic artists, and for folks who just want the best looking screens. I tried the screens of the newest laptops on display at BestBuy. Even 4k screens have this rendering artifact. Microsoft's now-obsolete Surface 2 and Surface 3 screens are one of the best. They have 3000x2000 screens and the dpi is 267. Most importantly, the display scale is set to 200%. Everything looks perfect. Sadly, Surface Laptop 4 and Surface Studios no longer use this screen. Their scales are set to between 100% and 200%, which means they have the aforementioned display artifacts. That's sad because the Surface Laptop 4 is one of the best Windows laptops in terms of industrial design. Samsung Ativ Book 9 first released more than 6 years ago has 3200x1800 13 inch screens... one of the best in the industry. Sadly Samsung is no longer making Windows laptops with that DPI anymore.