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> It's inefficient to have image assets for every inch of the screen With modern GPUs pushing bitmaps is actually far more efficient than drawing shapes. > it
by sprash 4y ago
> It's inefficient to have image assets for every inch of the screen
With modern GPUs pushing bitmaps is actually far more efficient than drawing shapes.
> it adds more visual noise to parse for the user
On the contrary. It gives better visual cues on where to find what you need. Also noise is actually good in some cases. I have a blue noise background for my terminals which tremendously helps with eyestrain.
- skohan 4y ago> With modern GPUs pushing bitmaps is actually far more efficient than drawing shapes. No I mean it's inefficient from a product development standpoint. With a flat design, you can make a design system which will scale very easily to multiple screen sizes and aspect ratios. If you have to texture everything there is much more you have to account for. > I have a blue noise background for my terminals which tremendously helps with eyestrain. Yeah I mean blue noise is one thing, it's explicitly non-information, but I think in general trying to parse text on top of a pattern is harder than without.
- sebastianconcpt 4y agoThe smart layouting of the frames is not a feature that has to be exclusive for flat. Is a layer of functionality to implement UIs, right? Flat kind of stops there but your GUI visual style is not forced to stop there. I might be cheaper to stop there. But not mandatory, rigth?
- skohan 4y agoYeah sure it's always an option. I just think as mobile has gotten more complicated, the whole development pipeline gets wider. So in other words, having to support so many different targets means more work for designers, more work for developers and more work for QA. So to justify going above and beyond in an aspect which is going to increase the workload for all of those people, you had better have a really good reason.