But mine only doubled on the x axis. Why wide screen? What's my age again?Chris-S wrote:Resolution doubles each few years, so a modern UI should be resizable.ENV1 wrote:How large should a static (i.e. non-resizable) UI be at the most.
How large should a UI be at the most? Post your opinion.
- KVRAF
- 4278 posts since 6 Nov, 2009
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- KVRAF
- Topic Starter
- 2802 posts since 31 Aug, 2011
Should be, yeah.Chris-S wrote:Resolution doubles each few years, so a modern UI should be resizable.ENV1 wrote:How large should a static (i.e. non-resizable) UI be at the most.
But what if they arent?
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- KVRAF
- 9133 posts since 6 Oct, 2004
A lot of U-he plugins have several size options. Not exactly chopped liver...
- KVRAF
- 12555 posts since 7 Dec, 2004
I think multiple size options for skins are a far better solution than resizable vector based (aka, self-drawn in software) graphics.
Resizing the GUI to every possible size in pixels or fractions of pixels just doesn't make sense, for anyone, ever. It is possible you have a weird size or many weird sizes, but they're specific concrete values, not variable!
Until we invent a monitor you can stretch with fully dynamic resolution, there just isn't going to be much justification for dynamically resizable GUIs.
Just look at the result of this on platforms like android! The result is that every GUI in every size looks like crap. None of them are fine-tuned for a particular resolution, unless they are specially designed for it. That is possible, but now we're right back to multiple sizes of skins.
Resizing the GUI to every possible size in pixels or fractions of pixels just doesn't make sense, for anyone, ever. It is possible you have a weird size or many weird sizes, but they're specific concrete values, not variable!
Until we invent a monitor you can stretch with fully dynamic resolution, there just isn't going to be much justification for dynamically resizable GUIs.
Just look at the result of this on platforms like android! The result is that every GUI in every size looks like crap. None of them are fine-tuned for a particular resolution, unless they are specially designed for it. That is possible, but now we're right back to multiple sizes of skins.
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- KVRAF
- 2475 posts since 6 Jul, 2013
Bigger than "too small", and not bigger than "almost too large".
Optional sizes is a nice feature where appropriate, and retina resolutions is starting to be important at least on the Mac platform.
I like a synth GUI to be large so I can comfortably work at it from a little distance from the monitor, I'm not worried about taking up too much screen space - if I'm working with a synth, I *want* it to be able to take up the full (or a sizeable portion of) the screen in general...
Optional sizes is a nice feature where appropriate, and retina resolutions is starting to be important at least on the Mac platform.
I like a synth GUI to be large so I can comfortably work at it from a little distance from the monitor, I'm not worried about taking up too much screen space - if I'm working with a synth, I *want* it to be able to take up the full (or a sizeable portion of) the screen in general...
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- Banned
- 2238 posts since 19 Dec, 2014
bought a new mid-range laptop lately ... max resolution is 1366x768
so ya, it should fit on that imo. I mean, ideally it shouldn't even swallow up all of that space.
ultimately i think plugins should come with a choice of gui sizes if it's not within their skillset to provide a vector based scalable type of deal.
so ya, it should fit on that imo. I mean, ideally it shouldn't even swallow up all of that space.
ultimately i think plugins should come with a choice of gui sizes if it's not within their skillset to provide a vector based scalable type of deal.
- KVRAF
- 4590 posts since 7 Jun, 2012 from Warsaw
I must fit two of these on HD monitor (1920 x 1080). This means 960 pixels width would be max.
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- KVRAF
- 2946 posts since 31 Jan, 2003 from Ghent, Belgium
Why would resizable vector based automatically mean "Resizing the GUI to every possible size in pixels or fractions of pixels".aciddose wrote:I think multiple size options for skins are a far better solution than resizable vector based (aka, self-drawn in software) graphics.
Resizing the GUI to every possible size in pixels or fractions of pixels just doesn't make sense, for anyone, ever. It is possible you have a weird size or many weird sizes, but they're specific concrete values, not variable!
Until we invent a monitor you can stretch with fully dynamic resolution, there just isn't going to be much justification for dynamically resizable GUIs.
Just look at the result of this on platforms like android! The result is that every GUI in every size looks like crap. None of them are fine-tuned for a particular resolution, unless they are specially designed for it. That is possible, but now we're right back to multiple sizes of skins.
What's wrong with a vector based GUI ... to just make it bigger or smaller?
- KVRAF
- 2475 posts since 6 Jul, 2013
It can work for some things, but a vector approach constrains some of what you can do graphically, which doesn't make it viable for all things. With a non-vector approach, the best solution for now is to have multiple asset sizes, so you can then offer a range of GUI sizes, and it will be this way for some time to come.T-CM11 wrote:What's wrong with a vector based GUI ... to just make it bigger or smaller?
- KVRAF
- 2946 posts since 31 Jan, 2003 from Ghent, Belgium
Everything you can make with pixels, you can make with vectors. After all, a pixel can be represented by 4 vectors (for some textures e.g. - not that you'd necessarily want to do that, but it's possible). It doesn't have to be all Valhalla-minimal, and it's definitely a different approach and expertise in designing.beely wrote: It can work for some things, but a vector approach constrains some of what you can do graphically.
- KVRAF
- 2475 posts since 6 Jul, 2013
I didn't say it wasn't possible, I said the design is constrained by it.T-CM11 wrote:Everything you can make with pixels, you can make with vectors.beely wrote:It can work for some things, but a vector approach constrains some of what you can do graphically.
Currently with bitmaps, all you have to do is copy a previously made bitmap to the screen. If you wanted a vector display engine that could do *everything* you could do with bitmaps, you'd either have to build it in from scratch, modify and existing one, or wait until there was something reasonably portable in the OS's of all the platforms you want to support. And the performance would be worse too as there is a lot more that happens in the rendering.
And that's why in the main, the current plugins that use a vector-display engine have reasonably simple graphics, ones that the existing solutions can handle reasonably well.
A decade down the line, the current computing environment may well be different, but it's how it is for now and for the near future.
- KVRAF
- 8182 posts since 22 Sep, 2008 from Windsor. UK
I want a synth GUI to be full screenable.
I also want the programmers to argue about how that'll get done.
I also want the programmers to argue about how that'll get done.
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- KVRAF
- 35177 posts since 27 Jul, 2005 from the wilds of wanny
Full screen option would be great ... other than that I just need it fit on my 1440 x 900 screen.
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- KVRAF
- 10260 posts since 19 Feb, 2004 from Paris
Offering 2, or more sizes, or a resizable GUI are probably the best two solutions for users imho.
As for tabbed GUIs, it really depends on the number of controls you have on an unit. Non tabbed GUIs are ok for very simple units requiring few knobs, sliders, labels and misc controls. But for more complex units, it's just .... impossible.
Simplicity and power will always have hard times to live together in a completely peacefull way.
As for tabbed GUIs, it really depends on the number of controls you have on an unit. Non tabbed GUIs are ok for very simple units requiring few knobs, sliders, labels and misc controls. But for more complex units, it's just .... impossible.
Simplicity and power will always have hard times to live together in a completely peacefull way.
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- KVRAF
- 21196 posts since 8 Oct, 2014
I just want to be able to read the controls.