[其他] Windows用5k mon會唔會清過4k好多?(#4有答案)

本帖最後由 ARM 於 2023-12-31 15:28 編輯

https://www.quora.com/Why-do-iMac-use-5K-display-instead-of-4K

啱啱先知原來Mac機用5k係為咗做到完整4倍解像度
想知Windows用5k mon (Scale 200%)係咪可以畀到比4k+1k更多嘅清晰度

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答案喺#4

不論windows/mac都可以4k/5k mon做到完整200%
最大分別係多左位做野, 唔係清晰度

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本帖最後由 ARM 於 2023-12-25 13:14 編輯
不論windows/mac都可以4k/5k mon做到完整200%
最大分別係多左位做野, 唔係清晰度
KinChungE 發表於 2023-12-23 21:28

試咗4K 200%大到做唔到野
其實準確啲講我嘅問題係200%(整數放大)會唔會比150%清咗

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本帖最後由 ARM 於 2023-12-31 15:10 編輯

https://www.youtube.com/watch?v=Ee1Z5pK5tl4
我諗呢條片畀咗答案我
1:17:28 見到150%同200%喺舊Windows app上嘅分別

總結
要喺Windows上拎最到最清晰嘅體驗就要用整數Scale (例如200%)
但喺4k mon用200%一般嚟講太大
所以最理想都應該係用5K mon再開200% scale

唔怪得Surface studio個mon要去到4500 x 3000

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本帖最後由 hkpagybid 於 2024-1-6 09:04 編輯

應該係講緊Apple個Retina display技術?
真係靚好多
睇下x登有人post出黎既比較圖
https://lih.kg/wDRrGzX

唔知有無理解錯
Retina display係 硬件+軟件結合出黎
硬件高解像度MON
再加
MACOS軟件將像素4合1再輸出成最後顯示畫面

定係Retina即等於Scaling?HiDPI ?

比如我用緊4k mon駁mac mini
佢預設用左Retina既1080p,但我嫌1080p d野太大粒
原生4k又太細粒
就改做2560x1440
mac os好似會將個4k mon超頻上5k再合做Retina版既1440p?

唔知我有無理解錯或者講得1999

有個英文影片解說
https://youtu.be/5HZO-tfsQ-A?si=7hMuAlmxNC8kDfW4

另外仲有個中文圖文解說
https://blog.skk.moe/post/hidpi-what-why-how/

我都想知windows有無類似技術
我就係用緊42" 4K OLED + M2 MAC MINI 1440P
因為真係肉眼都睇得出明顯靚好多
但mac os無windows咁好用
都係想用番windows

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同時用過mac/win, mac ui scale 堅贏win 好多。 win scale 仲有好多app 唔識scale 啲字好矇同字走晒位。

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本帖最後由 ARM 於 2024-1-6 16:21 編輯
同時用過mac/win, mac ui scale 堅贏win 好多。 win scale 仲有好多app 唔識scale 啲字好矇同字走晒位。 ...
dan_dan 發表於 2024-1-6 11:56

因為Mac直接用咗5k mon
所有app無需要做任何改動直接邊長乘200%就得

Windows如果用5k mon都會有差唔多效果

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因為Mac直接用咗5k mon
所有app無需要做任何改動直接邊長乘200%就得
Windows如果用5k mon都會有差唔多效果 ...
ARM 發表於 2024-1-6 15:54



    我用4k芒都好過windows

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因為Mac直接用咗5k mon
所有app無需要做任何改動直接邊長乘200%就得

Windows如果用5k mon都會有差唔多效 ...
ARM 發表於 2024-1-6 15:54


你對Mac hidpi有誤解,Windows先係200%放大呢種方式。

而Mac係用像素合併,所以唔存在Windows嗰D App唔Support HiDPI就會濛的問題。

另外Mac唔需要一定倍數先清,例如13吋Macbook pro個Mon本身就係2560x1600,但scaled resolution就係1440x900,都唔係倍數,但D舊App都唔會濛。

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你對Mac hidpi有誤解,Windows先係200%放大呢種方式。

而Mac係用像素合併,所以唔存在Windows嗰D App唔S ...
yukashing 發表於 2025-8-18 10:37

我都係跟 quora.com 最多 upvotes 個 answer

As Martin Green says, Apple chose this resolution because it is a precise quadrupling of the pixel count on their previous screen of the same size. The computer industry has been up against a pixel density barrier for at least a decade. Because software development libraries on all the platforms specify screen coordinates in pixels rather than a floating point coordinate system, everything on the screen shrinks as you increase screen resolution. You can’t increase screen resolution too far without shipping a magnifying glass with the computer.

There are three ways around the barrier:

First, you can simply scale the screen image to retain the same actual size as on a lower resolution display. Most computers can do this now. But if the scale factor is not an integer amount, say, for example, 1.3, then graphics and text don’t scale cleanly. There are clear aliasing artifacts. There is little point in a higher resolution display if the resulting images are less crisp and readable.

Second, you can rewrite your software to switch to floating point coordinate systems, like those used by Postscript. This works a great deal better, but software developers have to rewrite their code to use it, so this doesn’t work for existing applications. And this too doesn’t solve the image scaling problem: images still look awkward when scaled by non-integer amounts.

Third, you can increase the number of pixels by exactly two, that is, two pixels in each direction or four total for each pixel in the earlier system. You can render text to take full advantage of the increased resolution. And images, when exactly doubled, look much more natural. Softer than they could be, but not distorted. And there is one more key step: you redefine pixel coordinates to be points. This decouples the coordinate system used by the developer from pixels on the screen, instead defining the system in terms of real physical dimensions.

From a developer’s perspective, not a single line of code has to change, and the application runs fine on the doubled resolution display. You can come along a little later and introduce floating point coordinates instead of integer coordinates and existing applications still work. If you want them to take full advantage of the increased resolution, you use images of doubled resolution or vector artwork, which now renders with enough precision to be a good alternate choice.

There is another important reason for this choice. Once you have doubled the resolution, you have crossed a critical perceptual threshold. You can scale images that have at least this resolution up and down without encountering scaling artifacts. This means that further increases in resolution do not require another doubling: a display with 3 pixels in each direction for 1 pixel in the older standard will work fine too. So Apple leapfrogged the pixel density barrier.

Unfortunately, other vendors cannot easily do this, because monitors are available in many intermediate resolutions. But they will probably adopt a similar approach anyway, because there is no easier way to do it.

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