The developer is responsible for a lot of the screen dimension differences using flexible layout and progressive enhancement/degradation.
"Retina" scaling is fixed at 1.0, 1.4, and 1.8 (100%, 140%, 180%).
The developer is responsible for a lot of the screen dimension differences using flexible layout and progressive enhancement/degradation.
"Retina" scaling is fixed at 1.0, 1.4, and 1.8 (100%, 140%, 180%).
In short, vector graphics scaled up simply can't compare to graphics that were hand-made for a specific size, as the article shows.
Of course, the problem is that there are still a lot of displays out there where anti-aliasing is necessary, and for some reasons our algorithms always screw it up if done in real time. Perhaps we just need better algorithms (e.g., see Direct2D).
The final problem they mention is one of physical size, but it makes sense that you'd have a lesser detailed vector for something that is really small vs. something that is very big; its a design issue.