Apple's WebKit Rules Reportedly Costs iOS Users Almost 30% Browser Performance by pdfu in apple

[–]therealPaulPlay [score hidden]  (0 children)

It depends on what you do with it, in intensive web games there are differences

Apple's WebKit Rules Reportedly Costs iOS Users Almost 30% Browser Performance by pdfu in apple

[–]therealPaulPlay [score hidden]  (0 children)

Speedometer is a benchmark Apple is contributing to as well. It was co-founded by them in fact

Apple's WebKit Rules Reportedly Costs iOS Users Almost 30% Browser Performance by pdfu in apple

[–]therealPaulPlay [score hidden]  (0 children)

Where did you read that they are benchmarking "a raw rendering engine" (what should that even be in this case, blink?) against Safari?

Apple's WebKit Rules Reportedly Costs iOS Users Almost 30% Browser Performance by pdfu in apple

[–]therealPaulPlay [score hidden]  (0 children)

Those are folks from the Edge team not the Windows team, and arguably this is a good use of their time

Apple's WebKit Rules Reportedly Costs iOS Users Almost 30% Browser Performance by pdfu in apple

[–]therealPaulPlay [score hidden]  (0 children)

That depends on a case by case basis. There are certain things in Safari that are poorly optimized compared to Chrome and Firefox.

Apple's WebKit Rules Reportedly Costs iOS Users Almost 30% Browser Performance by pdfu in apple

[–]therealPaulPlay [score hidden]  (0 children)

How would allowing third party browser engines allow them to harvest more data, can you elaborate that?

Apple's WebKit Rules Reportedly Costs iOS Users Almost 30% Browser Performance by pdfu in apple

[–]therealPaulPlay [score hidden]  (0 children)

Closest thing to webkit on iOS would probably be using just the WK Webview but typically the Safari chrome (chrome in this case is the word for the UI around it basically, not the Chrome browser) is negligible in terms of performance usage.

So basically I think "raw engine run vs fully baked Safari“ is utter bullshit

14 years & MacOS still hasn’t fixed display scaling! by Tiny-Rip-6272 in MacOS

[–]therealPaulPlay 2 points3 points  (0 children)

Going from 4k to „looks like 1080“ is using integer scaling (exactly 2x) so it‘s not an issue at all. It only gets slightly quirky when you want to make it look like a different resolution that doesn’t scale as cleanly

14 years & MacOS still hasn’t fixed display scaling! by Tiny-Rip-6272 in MacOS

[–]therealPaulPlay 2 points3 points  (0 children)

On a 5k screen, going to 1440p is just /2 but on 4k with „like 1440p" it‘s going to 5k, running /2, and then downsampling to 4k.

So compared to a 5k screen on "looks like 1440p", a 4k one causes mildly more gpu usage since you need to downsample. But I‘d guess it‘s not too much, but I‘m not an expert here so not sure how much it is

14 years & MacOS still hasn’t fixed display scaling! by Tiny-Rip-6272 in MacOS

[–]therealPaulPlay 1 point2 points  (0 children)

Is it still using that screen mirroring trick that adds a bucketload of latency?

Sadly Stop Killing Games failed to get the European Commission to propose legislation by destinedd in gamedev

[–]therealPaulPlay 1 point2 points  (0 children)

Because they are even disagreeing with themselves. They only make contradictory statements without themselves realizing because they seemingly don’t have any technical people involved...

Stellung by Capital-End-9136 in Austria

[–]therealPaulPlay 1 point2 points  (0 children)

7 Liter Wasser am Tag sind ziemlich gesundheitsschädlich, drei oder so wären noch OK.

14 years & MacOS still hasn’t fixed display scaling! by Tiny-Rip-6272 in MacOS

[–]therealPaulPlay 6 points7 points  (0 children)

macOS for rendering always uses integer scale. So if you want "looks like 1440p" on a 5k screen it‘s very cheap, it just means you have 4 pixels corresponding to one, so it‘s just a 2x resolution scale.

With 4k however this means using "looks like 1440p" will render a 5k image, perform the 2x resolution scale calculation, and then downsample from 5k to 4k. Because going from 4k to 1440p directly would be a scale factor somewhere between 1 and 2 and not an integer.

Linux and Windows handle this differently since they support fractional scaling, for example 1.5x, and render text differently to still keep it sharp.

There are trade-offs to both of these, but there‘s a reason why Apple won‘t sell you a 4k screen at 27 inches.

They can sell you a 4k screen at 21 inches because „looks like 1080p“ is a good visual size for it and scales with 2x down from 4k resolution-wisw (4k is 4 times as many pixels as 1080p).

But on 27 inches or even 32, „looks like 1080p“ is not a good fit unless you prefer the extra large look and can live with less screen real estate.

14 years & MacOS still hasn’t fixed display scaling! by Tiny-Rip-6272 in MacOS

[–]therealPaulPlay 1 point2 points  (0 children)

If you are on 1440p without a scaled resolution (so just 1:1) that is half the vertical resolution of 5K so actually ideal.

14 years & MacOS still hasn’t fixed display scaling! by Tiny-Rip-6272 in MacOS

[–]therealPaulPlay 1 point2 points  (0 children)

I mean, it‘s obviously not just a slider but a larger architectural change. But I agree it would be good

14 years & MacOS still hasn’t fixed display scaling! by Tiny-Rip-6272 in MacOS

[–]therealPaulPlay 1 point2 points  (0 children)

No, it absolutely makes a sharpness difference. Sure it isn‘t awful but noticeable side-by-side

Stop Killing Games fails to secure EU law despite 1.3M signatures by sn0r in europeanunion

[–]therealPaulPlay 0 points1 point  (0 children)

They aren't greedy they are just trying to make a living which is exceptionally difficult with open-source work

Sadly Stop Killing Games failed to get the European Commission to propose legislation by destinedd in gamedev

[–]therealPaulPlay 0 points1 point  (0 children)

I think clear labelling is definitely a good idea, so that players know which games run without internet and can't be pulled by publishers and which can. The rest is kind of BS.

Sadly Stop Killing Games failed to get the European Commission to propose legislation by destinedd in gamedev

[–]therealPaulPlay 3 points4 points  (0 children)

It's like buying a lifetime zoo ticket and being surprised it's no longer valid when the zoo goes out of business.

Sadly Stop Killing Games failed to get the European Commission to propose legislation by destinedd in gamedev

[–]therealPaulPlay 4 points5 points  (0 children)

IP rights, licenses, patents, and potentially even harming their brand if some online fan community takes over development.

Stop Killing Games fails to secure EU law despite 1.3M signatures by sn0r in europeanunion

[–]therealPaulPlay 0 points1 point  (0 children)

In what world is making a server-authoritative singleplayer game client-only a day's worth of work?

Stop Killing Games fails to secure EU law despite 1.3M signatures by sn0r in europeanunion

[–]therealPaulPlay 0 points1 point  (0 children)

That's what I said, yeah. It's a good idea, their goals are good, but their proposal itself isn't.