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austinl | 8 months ago
At a previous company, we were forbidden from using translucency (with a few exceptions) because of the performance cost of blending. There are debugging tools we'd use fairly often to confirm that all layers were opaque.
ricardobeat|8 months ago
Apple at the time created their own 'approximate gaussian blur' algorithm specifically to enable this, and it ran crazy fast on devices where a simple gaussian blur would barely achieve double digit FPS. Even if this 'liquid glass' effect is heavier to compute, on the hardware we have today it will be a negligible performance concern.
miffy900|8 months ago
"Without any performance issues"? Entirely false - reviews at the time noted iOS 7 dramatically reduced battery life - all across the board for Apple devices, even for the then latest iPhone 5S and 5c (https://arstechnica.com/gadgets/2013/09/ios-7-thoroughly-rev...).
The abuse of transparency/translucency in the UI was the primary reason - you could go to Accessibility settings and disable animations + transparency/translucency and get notable increases in both runtime speed of the OS UI and battery life.
mholt|8 months ago
p_l|8 months ago
And yes, later iOS on early hardware was huge PITA and slowdown.
andrewmcwatters|8 months ago
I made a comment about this a couple of years ago, but I fudged the explanation of it. https://news.ycombinator.com/item?id=34937618
I suspect that their new technique implements the existing fast gaussian blur, and since the patent is about to expire, it was a good time to spice it up.
I suspect as others have mentioned here, they use a "Liquid Glass" shader which samples the backing layer of the UI composition below the target element and applies a lens distortion based on the target element's border radius, all heavily parameterized so as to be used with the rest of the system's Liquid Glass applications like the new icon system.
DecentShoes|8 months ago
loloquwowndueo|8 months ago
rjmunro|8 months ago
kevingadd|8 months ago
unknown|8 months ago
[deleted]
nikeee|8 months ago
https://en.wikipedia.org/wiki/Wirth%27s_law
raydev|8 months ago
I don't know how long you've been following Apple but with previous "high cost on old hardware" features they just disabled them for old hardware.
Apple loves their battery life numbers, they won't purposefully ship a UI feature that meaningfully reduces them. Now bugs that drop framerates and cause hangs, they love shipping those.
lxgr|8 months ago
For devices currently being sold, primarily.
Cthulhu_|8 months ago
...under pressure of consumer protection and e-waste laws. As it should be, I hope the other phone manufacturers are experiencing the same pressure.
WhyNotHugo|8 months ago
p_l|8 months ago
Unlike previous GDI acceleration, DWM.EXE could composite alpha channel quickly with the GPU, and generally achieved much higher fill rates on the same hw - if the drivers worked properly.
krferriter|8 months ago
Even on modern devices though which have more computation and graphics power to the point that they aren't going to actually lag or anything while rendering it, why waste cycles and battery animating these useless and distracting things? There's no good justification.
chasil|8 months ago
Cthulhu_|8 months ago
slt2021|8 months ago
I have been using 8 year old iPhone just fine, but features like these over time will make the experience slower and slower and slower, until I am forced to refresh my iphone
cosmic_cheese|8 months ago
If we want to take increasing device lifetimes seriously we need to normalize testing and development against slow/old models. Even if such testing is automated, it’d do wonders for keeping bloat at bay.
dkarl|8 months ago
mikestew|8 months ago
To be clear, these are new features that will likely have a setting to turn off. There’s no conspiracy, nothing “forcefully” added for the purpose of driving upgrades. (Ah, ninja edit): There’s not even a guarantee these features will be supported on an eight year old phone. EDIT: wait a minute...your eight year old phone won't even be supported.
(EDIT: reworded first paragraph to account for the ninja edit.)
inquirerGeneral|8 months ago
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dmix|8 months ago
sanswork|8 months ago
You have what an iPhone 6? 1GB of RAM vs 8GB for modern devices, the first A chip came out 2 generations after yours as has 2% of the power of a current chip so modern chips are likely close to 100x as powerful as your phone.
Why should we hold back software to support extreme outliers like you?
RollingRo11|8 months ago
It’s in beta so ofc I’m getting a ton of frame hitches, overheating, etc. but my summarized initial thoughts are “it’ll take some getting used to, but it feels pretty fast”
mminer237|8 months ago
dmix|8 months ago
I have a feeling the whole smooth animations thing contributes to this a lot. Obsessing about the reaction time and feeling of how stuff comes on the screen. But yeah iPhone 16 pro is probably a bad performance test case
andrekandre|8 months ago
c-hendricks|8 months ago
landl0rd|8 months ago
blinding-streak|8 months ago
david-gpu|8 months ago
I imagine this was on mobile devices.
Blending was relatively expensive on GPUs from Imagination Technologies and their derivatives, including all Apple GPUs. This is because these GPUs had relatively weak shader processors and relied instead on dedicated hardware to sort geometry so that the shader processor had to do less work than on a traditional GPU.
Other GPUs vendors rely more on beefier shader processors and less on sorting geometry (e.g. Hierarchical-Z). This turned out to be a better approach in the long term, especially once game engines started relying on deferred shading anyway, which is in essence a software-based approach that sorts geometry first before computing the final pixel colors.
Synaesthesia|8 months ago
illiac786|8 months ago
citrin_ru|8 months ago
I had "Reduce Transparency" check-box in settings turned on because I distaste semit-transparent interfaces. Was not noticing performance problems except one application - Ogranics Maps which were unusably slow after switching to another app and returning to maps so I had to restart it freqently (swipe up). I was thinking that the problem is with Ogranics Maps code.
After seeing this comment re-enabled transparency (iOS default) and Ogranics Maps working fast even if I switch between Organic Maps and other apps!
krferriter|8 months ago
arvinsim|8 months ago
Not sure if it is planned obsolescence but it certainly is an upsell to upgrade.
jmrm|8 months ago
For older models, on the other hand, it would be an issue, and will put pressure to people to buy a new one.
skhr0680|8 months ago
cryptonector|8 months ago
They're going to backport this? I seriously doubt it.
abhinavk|8 months ago
nyarlathotep_|8 months ago
I feel like a few years back when I still used an Intel macbook i noticed an increase in battery life and less frames dropping (like during 'Expose' animations) by disabling transparency in Accessibility settings.
I think this was after the BIg Sur update.
drob518|8 months ago
solfox|8 months ago
hombre_fatal|8 months ago
Macha|8 months ago
slt2021|8 months ago
Plus, vista was released in 2007, XP SP2 (the most popular version) was in 2004. so its like ~3 years diff. So its not like hardware has progressed in 3 years, its more like new software got significantly slower
dylan604|8 months ago
oh wait. it's not like they did. they did say it.