By true to size I mean the intended icon size Apple specified for its operating system.
Again, what intended icon size?
If you look at:
https://developer.apple.com/design/human-interface-guidelines/foundations/images (or the sections on icons) you'll find references to required sizes
in pixels, scale factors of 1x, 2x
and 3x (new one on me - but probably about right for an 8k display when they turn up), reminders to test on different devices
and a couple of recommendations to use resolution-independent SVG or PDF formats. What I
don't see is any word of God that states that "1x=110ppi, 2x=220ppi" or any other commitment to how big a pixel actually is in physical terms.
Yup, recent macs have been
approximately 110ppi (nonretina) 220ppi screens (iDevices not so much) but that hasn't always been true in the past and might not be true in the future (see the reference to 'x3' in the link above) plus there's always a choice of
Apple supported alternative modes. Not to mention 3rd party displays.
Its not even a surprise because
not hard coding assumptions about the physical size of pixels into applications - even indirectly by designing bitmap icons that degrade badly when scaled - has been best practice (where technically possible) since the 1980s (even in Windows).
Again see the red zone in the chart in the article
https://bjango.com/articles/macexternaldisplays2/.
I'm going to go with Apples own UI guidelines.
People keep referring to that red & green chart (the basis of many "don't buy 4k displays for Macs" posts) as if it proves something. It doesn't - it's just re-iterating the author's opinion that only 110 or 220 ppi is good, based on the fallacy that you
have to run your 4k display in fractional scaled mode. All they've done is calculate the pixel densities for a bunch of monitors based on the published specs - it doesn't seem to be based on any sort of testing (have they
tried using a 4k 32" in 1:1 mode, or a 24" 4k in 2:1 mode?).
he same problem does not apply to Windows, as it does scale the UI mitigating the issue of graphics not being sized correctly.
True - Windows allows you to set the UI scaling to whatever you want and any resolution-independent vector images & fonts get rendered pixel-perfect at your selected scale (well - within limits).
If, however, you're talking about bitmapped icons - unless you provide lovingly hand-finished bitmaps for
every possible scale (haven't counted, but it's a lot more than 2), even Windows will still use fractional scaling and create artefacts (possibly worse than Apple's 2x-and-downsample, depending on how the app is coded).
The Windows way is superficially better but it relies on all the applications being well behaved, correctly querying the OS to translate coordinates and getting sizes for offscreen buffers etc. My experience is that it gets flakey if you have a mix of different displays or hot-swap external displays on a laptop.
Then, of course, if you're designing for the web you have
zero control of what absolute scale your bitmap assets will be displayed at on a particular browser - although you can use CSS and script to adjust the layout according to whatever display you get stuck with.
I am not sure why you keep arguing otherwise. The article I've linked to discusses all the problems with scaling or using a non-Apple PPI value, and it even provides lots of real-world examples.
And, as I already said, the effects
are genuine. The article is perfectly honest that the "examples" are simulated - and they actually do a good job of explaining the effects - but there's nothing "real world" about them, they're contrived to exaggerate the effects.
You're talking about UI and icon design and the message you
should be taking from the article is not "don't buy a 4k display" but rather
don't use fine hatching and 1-pixel features in icons and UIs because they
will look awful if they have to be scaled for any reason.
It's not really up to debate.
Except the idea that MacOS displays are supposed to be either 110ppi or 220ppi isn't backed up by
Apple's own design guide and the most frequently-cited parts of the article depend on the fallacy that some displays, quote, "can't run MacOS with 1:1 pixel mapping". They can - either in 3840x2160 mode
which starts to be quite usable on 30" or larger displays or in "looks like 1920x1080" mode which (unless you have ancient software) is
also effectively 1:1 pixel mapping with a double-size UI and
doesn't suffer from any of the fractional scaling problems. Heck, it's the same scaling ratio as the default "looks like 1440p" on an Apple 5k display.
I don't want to flame the article too much - because most of it
is making reasonable points and the effects described
are real - but people need to read the article critically, stop treating it as authoritative and not cherry-pick the images and tables.