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. |