Technically: yesIs there a performance impact using the highest resolution (More Space) vs using Default resolution? I'm not talking about external displays, but the performance of a M1 MacBook Pro.
That's because everything is smaller and drawn with fewer pixels. More GPU power won't help with that problem. Only even higher pixel density (@3x Super Retina) can make very small text scroll smooth. Instead of 2560×1600 (Retina) you would need a 3840×2400 (Super Retina) display. For now this technology only exists for phone-size screens. The iPhone Pro with a 460ppi display scrolls tiny text smooth despite not having an M1 chip.Thank you for the replys. It seemed to me that with the "More space option" scrolling was more jittery than with the default resolution. It didn't affect nor memory nor cpu usage, but it scrolling was worse.
Are we sure that scrolling on a @2x or @3x display is smoother because the scrolling increment is a "small" pixel and not a "large"/layout pixel? It's safe to say that the initial and final positions must be layout-pixel aligned. Of course that doesn't prevent scrolling from being smoother by using the smaller pixels. It's just that I can't remember reading anything either way on this subject.Only even higher pixel density (@3x Super Retina) can make very small text scroll smooth.
You rightfully point out RAM bandwidth as an issue. An 8K image is 7680*4320*4 bytes which is around 125MB.The GPU overhead is negligible. Even M1 can resample 8K images many thousands of times per second without blinking.
Yeah, that's not exactly what's happening. In 2:1 mode (so, "looks like 1280x800" on a 2560x1600 MBA), modern/"retina aware" software that understands "HiDPI" resolution & comes with high-resolution icons/bitmaps can use the full 2560x1600 resolution. What's changed is the "pixels per inch" value that the OS converts 'logical' coordinates, font sizes etc. in points, mm etc. into physical pixels. This also doubles the "UI size" - i.e. the pixel size of system fonts, menus, icons, dialogue boxes etc.Just curious… where’s the magic? This has been possible any time you run a display at half its horizontal and vertical resolution… unless Apple does special rendering of fonts and photographs, for instance.
Thank you very much for explaining. I understand. I discussed this with Apple in 1990 when my company developed a very high resolution monitor, but it took a while to happen.Yeah, that's not exactly what's happening. In 2:1 mode (so, "looks like 1280x800" on a 2560x1600 MBA), modern/"retina aware" software that understands "HiDPI" resolution & comes with high-resolution icons/bitmaps can use the full 2560x1600 resolution. What's changed is the "pixels per inch" value that the OS converts 'logical' coordinates, font sizes etc. in points, mm etc. into physical pixels. This also doubles the "UI size" - i.e. the pixel size of system fonts, menus, icons, dialogue boxes etc.
The simplistic "2:1 pixel scaling" bit comes into play with older software that doesn't support HiDPI and assumes regular resolution. If you run some old applications on a retina screen you'll notice that parts of them look fuzzy.
"2:1" scaling really isn't the problem and doesn't have performance issues (aside from the fact that you're running at a pretty high resolution c.f. a non-retina display) - the issue (although often over-blown) is with the other "non-integer scaled" modes that do something a bit more complex in order to provide a choice of UI sizes.
I wrote a long spiel on this a couple of months ago: https://forums.macrumors.com/threads/psa-4k-display-resolutions.2345906/ - that's referring to 4k vs. 5k desktop displays, but the principles are the same, but with the wrinkle that some MacBook models actually default to non-integer modes.
The answer is no! There are special areas on the M-chips called Display Engines, one for every monitor you can connect to your Mac. So the scaling to resolution is neither lowering your CPU nor GPU performance, even battery life should be about the same.Is there a performance impact ...
Are you implying that the display engine is doing the scaling? Do you have a source for that?There are special areas on the M-chips called Display Engines
I don't have a source, but I assume. Scaling is a continuous uniform task, it makes sense to hardware accelerate it and not just run it on the GPU. What would the Display Engine do, if not scaling and syncing the image? Look at the size of these Display Engines, they are about as big as two GPU cores!Are you implying that the display engine is doing the scaling? Do you have a source for that?
Are you implying that the display engine is doing the scaling? Do you have a source for that?
To scale they'd have to buffer, what, two lines? That would require 64KB, which is definitely possible.Look at the size of these Display Engines
thats true to some extend, the CPU takes a lot work to do also. Vector graphics apps uses cpu to render drawings so CPU needs 2x,3x, 4x.... to achieve same performance that in native resolution.The answer is no! There are special areas on the M-chips called Display Engines, one for every monitor you can connect to your Mac. So the scaling to resolution is neither lowering your CPU nor GPU performance, even battery life should be about the same.
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It’s not (just) about power efficiency. By outsourcing system tasks to special engines, the CPU/GPU cores are freed for user applications.Apple's display controllers are extremely optimized, they even take a big hit in precious die area just to achieve a small reduction in power consumption.
It depends on how the scaler is designed. Video scalers usually buffer two or three frames, depending on whether they are de-interlacing and/or frame rate converting, and how. But that’s usually done with offscreen video buffers which get transferred to the final video buffer, and the graphics (non-video) scaling, as you say, is usually only one or two lines and it imparts essentially zero latency.To scale they'd have to buffer, what, two lines? That would require 64KB, which is definitely possible.