So having 50 different files for one image is better than one vector file? Yes a tiny bitmap may be smaller in filesize to the same vector file but try scaling them and what happens?
We are talking about increasing resolutions which means larger and larger bitmaps are needed. Eventually you will reach a size where the 'tiny' bitmaps are no longer tiny and you still have 50 of them.
Why? I bet they are all drawn in Illustrator and not Photoshop. It's actually easier to create them as vectors. How you implement them is different and harder one would imagine but surely Apple can manage it.
because it's hard to make all graphics into vectors?
arn
So having 50 different files for one image is better than one vector file?
What's hard about that ? Sierra games used to be all made of vector graphics (the PIC format) back in the 80s... :
Vector graphic based UIs are probably where we should be heading. KDE/Gnome have supported SVG for a icon format since the late 90s. That is true resolution independence and something that should be worked on, not just double sized bitmaps.
What do you mean you have 50 of them? I don't get what you're saying here.
Regarding file sizes, my challenge remains. If anyone can recreate one of Apple's traffic light window controls in Illustrator and output a file that is smaller in size than the equivalent bitmap at twice the current dimensions (anything bigger would be pointless), I'll take back every word I've said on the topic!
Yes. Loading a bitmap into texture memory based on a context is far faster than loading a vector and then rendering it out to the correct size in real-time. Perhaps this will be a negligible performance hit in 10 years, but right now, 50 bitmaps vs 1 vector that needs to be re-rendered is always going to be better.
What's hard about that ? Sierra games used to be all made of vector graphics (the PIC format) back in the 80s... :
Image
Yes, that's a bunch of "Line from X to Y, fill with color ZZ".
Vector graphic based UIs are probably where we should be heading. KDE/Gnome have supported SVG for a icon format since the late 90s. That is true resolution independence and something that should be worked on, not just double sized bitmaps.
They've got pixel-based icons filling up my dock right now, and every one of them can scale from 3 inches tall to .2 inches tall on my mac and still retain its visual identity and clarity.
But we're not talking just about UI stuff. We're talking about all graphics, including photorealistic stuff.
arn
It's a lot easier when you've got 2-bit (4 color), 4-bit (16 color) or 8-bit (256 color) color values. When you're talking about 24-bit (millions) color values it's an entirely different animal. Just that simple aspect has implications across RAM, CPU Cache, GPU memory, the memory bus, etc.
What photo realistic UI elements exactly ? All I see are icons and controls in my UI, I don't quite see this "photo realistic" stuff...
This thread is hilarious...
Everything in vector? I'm guessing anybody who suggests that doesn't have much design or development experience.
Why are you limiting this to UI? It's everything that displays on your computer.
arn
Only stuff that's required to scale. IE : the UI.
If vectors are so simple, why is no one doing it?
We've had the ability to do everything in vector for a long time. If it was a good idea, we wouldn't use bitmaps in programs. Its not like Apple is falling behind here, no one does it.
To use a theoretical 300dpi monitor, everything will have to scale.
arn
Bitmaps also use 24 bits of color (32 bits if you count the alpha channel), I don't quite follow your logic... Heck, bitmaps require 32 bits of data per pixel in RGBA format, whereas with patterns and fills in vector graphics, you can do with much less.
Also, using a SVGZ, a compressed XML format, you can reduce those graphics down quite a bit...
CS5 fixed that.Illustrator is pretty terrible when it comes to pixel-level accuracy.
Nope. Only the stuff that needs to scale dynamically. Static images can remain bitmap based graphics with just more pixels. And even some vector based static images might make sense. I know KDE supports SVG for a wallpaper format.
And games have been using vector graphics since the 80s and 90s, at least, games made with a little known technology called Flash. Or the above Sierra game, Conquest of Camelot In fact, isn't that screenshot from a game that uses vector graphics ? (Plants vs Zombies ?).