Doubtless there are many for whom that will be a great comfort.Kyran wrote:So what have we learned: people don't mind a little bit of [edit]aesthetic[/edit] imperfection, if it drastically increases usability.
To All Devs: please cater to BIG SCREENS!!!
- KVRAF
- 13734 posts since 19 Jun, 2008 from Seattle
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tony tony chopper tony tony chopper https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=3103
- KVRAF
- 3561 posts since 20 Jun, 2002
yes, some people are less demanding than the programmers themselves, but that's not a reason to make steps backwards in qualitySo what have we learned: people don't mind a little bit of graphical imperfection if it drastically increases usability.
They are doable, they just won't match the quality a bitmap UI can achieve.Vector UIs are perfectly doable these days
They also look obviously vectorial, but that's not a matter of quality, more taste. They also have some advantages, like you can easily recolor stuff or perform other transforms than rescaling.
DOLPH WILL PWNZ0R J00r LAWZ!!!!
- KVRAF
- 2673 posts since 18 Mar, 2006 from The Void
Why won't they match bitmap UI quality ? Most Icons and many other UI bitmap elements these days are created as vectors and then converted to a bitmap at the end of the process.tony tony chopper wrote:They are doable, they just won't match the quality a bitmap UI can achieve.Vector UIs are perfectly doable these days
They also look obviously vectorial, but that's not a matter of quality, more taste. They also have some advantages, like you can easily recolor stuff or perform other transforms than rescaling.
They won't match 'photographs' but then, this isn't something you often find in a UI. A bitmap is just a grid of single point vectors
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tony tony chopper tony tony chopper https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=3103
- KVRAF
- 3561 posts since 20 Jun, 2002
I know I still have to hand-draw small things, because they would just look like blurred crap if vectorial & scaled down too much.Most Icons and many other UI bitmap elements these days are created as vectors and then converted to a bitmap at the end of the process.
Vectorial scaling requires hinting. Hinting can be done for fonts, basic geometry, but not everything. And hinting usually only exists for fonts anyway, so even if you want a proper hinting, it's hard to find tools to manually add hinting. And without hinting, it will just look blurry.
No one in a bitmap editor will draw a vertical 1-pixel line by drawing 2 half-grey lines. With non-hinted vector art, it will happen all the time.
I won't really argue because that's a matter of taste. I like simple, vectorial stuff too.They won't match 'photographs' but then, this isn't something you often find in a UI.
However look at all the existing plugins, they often have very fancy backgrounds with metallic/wooden textures, fake scratches, handles, etc. It's unique to audio plugins, but it's there.
DOLPH WILL PWNZ0R J00r LAWZ!!!!
- KVRAF
- 8073 posts since 9 Jan, 2003 from Saint Louis MO
The other side of having all that screen real estate on a large, high-res screen is the feeling of wasted space when GUIs are too small.
Ogun for instance... I love it as a synth, but it uses 5-pixel-high fonts and two-letter abbreviations to cram everything into a tiny little space. Maybe that's good for small, low-resolution screens or maybe not, but I hope you don't hold it up as a triumph of bitmapped graphics over vector...
Ogun for instance... I love it as a synth, but it uses 5-pixel-high fonts and two-letter abbreviations to cram everything into a tiny little space. Maybe that's good for small, low-resolution screens or maybe not, but I hope you don't hold it up as a triumph of bitmapped graphics over vector...
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- KVRist
- 125 posts since 25 May, 2005
No offense, but to make sweeping statements like that - maybe you should post examples and let others nitpick through your "perfectly doable" interfaces.koalaboy wrote:Vector UIs are perfectly doable these days (I'm writing them for work - non music, in Java) and the resolution is easily enough. They're the best solution, but require more effort generally.
There are valid technical reasons why vector UIs are a big compromise at this time due to available technology. I am sure that some people place less importance on visuals - but i am sure you'll find an equal amount of those who hold the opposite opinion.
- KVRAF
- 2673 posts since 18 Mar, 2006 from The Void
Vectors may not be suitable for every thing, but they are perfectly suitable for a resizable user interface. You may not think it's as glamorous as you'd like but a good UI is about usability and not glamour.
Graphs, curves, dials, buttons, selections... all of these are easily rendered as vectors. I'm not sure why you think vector UIs are a big compromise, but they've been usable for years.
I'm not going to post examples - partly because I don't 'own' my work, but mainly because it'll just turn into an opinionated flame-fest on what looks good.
The point is, vectors will work, and it's down to the developer whether to use them. There are some limitations, as Tony mentioned with small scale vectors and hinting, but they're just as easily worked around as the bitmap workarounds. Vectors have been around a long time.
Graphs, curves, dials, buttons, selections... all of these are easily rendered as vectors. I'm not sure why you think vector UIs are a big compromise, but they've been usable for years.
I'm not going to post examples - partly because I don't 'own' my work, but mainly because it'll just turn into an opinionated flame-fest on what looks good.
The point is, vectors will work, and it's down to the developer whether to use them. There are some limitations, as Tony mentioned with small scale vectors and hinting, but they're just as easily worked around as the bitmap workarounds. Vectors have been around a long time.
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- KVRist
- 450 posts since 22 May, 2003 from San Francisco
I disagree- I think there should be more consideration for those of us who are using the GUI's directly on our touchscreens- controls that respond better to touch and have size/form for fingers-
ideally this would mean more large sliders / X/Y controllers and drawable envelopes/waves- and less knobs and small switches
ideally this would mean more large sliders / X/Y controllers and drawable envelopes/waves- and less knobs and small switches
/:set\AI transmedia
http://www.artistserver.com/artist/index.cfm/a/9587
http://www.artistserver.com/artist/index.cfm/a/9587
- KVRAF
- 12615 posts since 7 Dec, 2004
the solution is to render a gui with textures, not apply a "background texture". it's easy as heck to resynthesize a texture or bitmap at any size.
"vector" should simply mean that you use relative coordinates rather than absolutely coordinates. you can automatically hint important features by writing intelligent code to do so. the real reason nobody does true vector guis (vector does absolutely not take away your ability to use bitmaps or photographic elements!) is that there is no free code to do so. nobody is willing to write their own code.
my code is just about 100% capable (requires some better rendering code to remove bitmap based fonts, for example) but in order to write a vector gui with the same quality as a absolute coordinate based gui would require 3x more effort than writing the graphics code did in the first place.
there are solutions to the problem, for example using proper object models and rendering using d3d or opengl. you don't need to render in realtime, just render the bitmaps while drawing the first time and render again when properties change. i would already be doing this if i had some proper models to start from.. blender doesn't work right on this ati card for some reason.
another problem is the fact it isn't possible to resize reliably in older vst versions.. maybe some new plugins might come out that allow resizing...
http://xhip.cjb.net/hardware/images/ads ... -sttex.png
this is a vector gui, the texture is synthesized and it's resizable to absolutely any size - except for the fonts, which are bitmap. this is the type of "vector looking" thing that has been talked about. it's possible to make this look equal to a fully 3d rendered bitmap gui, it's just very difficult and time consuming. would you pay $1500 for a vsti that had this type of 3d looking gui, or would you rather keep the one i posted and pay $200? that's what it would take.
(by the way, it's possible to recolor bitmaps too, just store them as HLS, not RGB...)
"vector" should simply mean that you use relative coordinates rather than absolutely coordinates. you can automatically hint important features by writing intelligent code to do so. the real reason nobody does true vector guis (vector does absolutely not take away your ability to use bitmaps or photographic elements!) is that there is no free code to do so. nobody is willing to write their own code.
my code is just about 100% capable (requires some better rendering code to remove bitmap based fonts, for example) but in order to write a vector gui with the same quality as a absolute coordinate based gui would require 3x more effort than writing the graphics code did in the first place.
there are solutions to the problem, for example using proper object models and rendering using d3d or opengl. you don't need to render in realtime, just render the bitmaps while drawing the first time and render again when properties change. i would already be doing this if i had some proper models to start from.. blender doesn't work right on this ati card for some reason.
another problem is the fact it isn't possible to resize reliably in older vst versions.. maybe some new plugins might come out that allow resizing...
http://xhip.cjb.net/hardware/images/ads ... -sttex.png
this is a vector gui, the texture is synthesized and it's resizable to absolutely any size - except for the fonts, which are bitmap. this is the type of "vector looking" thing that has been talked about. it's possible to make this look equal to a fully 3d rendered bitmap gui, it's just very difficult and time consuming. would you pay $1500 for a vsti that had this type of 3d looking gui, or would you rather keep the one i posted and pay $200? that's what it would take.
(by the way, it's possible to recolor bitmaps too, just store them as HLS, not RGB...)
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tony tony chopper tony tony chopper https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=3103
- KVRAF
- 3561 posts since 20 Jun, 2002
to each his own minimum quality requirements, but rescaling bitmaps is always to be avoided in my book (unless it's animation where you can't spot artefacts)it's easy as heck to resynthesize a texture or bitmap at any size.
changing the hue is not exactly the sameby the way, it's possible to recolor bitmaps too
DOLPH WILL PWNZ0R J00r LAWZ!!!!
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- KVRAF
- 6496 posts since 26 Nov, 2004 from Frederick, MD
Exactly. My DAW has a 17" LCD screen with native 1280 X 1024 resolution. Run it on anything other than that and text looks horrible...blurry every couple of letters.foosnark wrote:LCDs have native resolution. If I run mine at anything other than 1680x1050 it gets harder to read.
And even at that resolution many VSTi's are so small I acan hardly use them. And even if you can see them often the knobs are so small it drives me crazy.
Ultimately I want like 3 24" or bigger monitors. But even with one huge one you could have much larger synth GUIs and still gain screen real estate. And anyway, do you people really leave the synth GUIs up all the time? I don't. I open them when I'm making presets...one synth at a time usually. After the preset's done, there's no point having the GUI open. All the rest is MIDI file recording and graphic manipulation of CCs. So having a huge synth GUI, even if it eats up most of my screen, would make preset creation much easier. It's not like I'm going to be doing a lot of live knob twiddling directly from the GUI.
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- KVRAF
- 6496 posts since 26 Nov, 2004 from Frederick, MD
While I would be one to ask, what's the point of having all those plugins up at one time anyway? How many of them do you work on at one time? In Cubase every plug-in is at most two clicks away. At most I'll have 3 up at one time: a BEFORE spectrum, an EQ, and a AFTER spectrum. Once you've finished editing, close the freaking things. Even with a big screen, what's the point of cluttering up the workspace with junk you're not actively tweaking?kritikon wrote:...I'm still overjoyed at...how many more plugins I can have up...
Unless your'e doing live work, I don't see the point of having all that stuff open.
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- KVRAF
- 6496 posts since 26 Nov, 2004 from Frederick, MD
And that will be more and more a real issue as multi-touch screens become more widely available/cheaper.setAI wrote:...there should be more consideration for those of us who are using the GUI's directly on our touchscreens- controls that respond better to touch and have size/form for fingers...
Editing a small UI synth with a mouse is like someone handing you a Doepfer modular synth and a toothpick and telling you "Here, edit it only using this one toothpick, and . . . Have fun."
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tony tony chopper tony tony chopper https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=3103
- KVRAF
- 3561 posts since 20 Jun, 2002
Size of UI is really the least problem with multi-touch screens. You're not likely to see multi-touch supporting plugins any time soon because NOTHING in Windows is made for multi-touch, everything is based on mouse control through very old messaging. There are new SDK's but since our domain is always the last to evolve..And that will be more and more a real issue as multi-touch screens become more widely available/cheaper.
DOLPH WILL PWNZ0R J00r LAWZ!!!!
- KVRAF
- 12615 posts since 7 Dec, 2004
resynthesize, not rescale. major difference. the texture must have been synthesized at some point whether it was in a graphics app like photoshop or whatever. it's just that you need to actually do the synthesis in your plugin rather than depending on a static bitmap. it's like the difference between a synthesizer and a sampler.to each his own minimum quality requirements, but rescaling bitmaps is always to be avoided in my book
here is the code for the texture in the above screenshot i posted:
Code: Select all
void genbgbmp2(gfx &van)
{
ADGFXVANILLA v2(van.width(), van.height(), 0);
float nx = rand()/32768.0;
float ny = rand()/32768.0;
float r1 = 1.0 / 8.0;
float r2 = 1.0 / 8.0;
long hx = van.width()/2;
long hy = van.height()/2;
long xx = van.width()-1;
long yy = van.height()-1;
long zx = van.width();
long zy = van.height();
if (!van.Lock())
{
van.Clear(0x00000000);
van.pushMode(transparent, 32);
long n = 1000;
while (n--)
{
float ra = rand()/32768.0;
float rb = rand()/32768.0;
float rc = rand()/32768.0;
nx += r1 * (ra - nx);
ny += r2 * (nx*nx - ny*ny) * 2.0;
float s = 1.0 + ny * xx/5.0;
float x = rc * xx;
float y = rb * yy;
long xh = (xx - s);
long xl = s;
long yh = (yy - s);
long yl = s;
long c = (0xFF000000 * nx);
if (ny > 0.2) c |= 0x00FFFFFF;
if (x > xh || x < xl || y > yh || y < yl) ;
else van.Circlef(x, y, s, 0, c);
}
van.popMode();
van.Unlock();
}
if (!v2.Lock())
{
v2.Clear(0);
v2.Rectblt(0, 0, xx, yy, (long *)van.pixel.mem, zx, zy, hx/2, hy/2);
long y = hy;
while (y--)
{
long x = hx;
while (x--)
{
long c = v2.Read(x, y);
v2.Pixel(x+hx, y, c);
v2.Pixel(x, y+hy, c);
v2.Pixel(x+hx, y+hy, c);
}
}
v2.Unlock();
}
van.Lock();
van.Rectblt(0, 0, xx, yy, (long *)v2.pixel.mem, zx, zy, 0, 0);
van.Unlock();
}
ever heard of planar bitmaps?changing the hue is not exactly the same
(three seconds of thought should make you realize how easy it is to provide bitmap data of monocolor planes or properties and then adjust those properties rather than providing static color data.)
again, it's just a LOT more work. the fact is developers don't want to do the extra work, it's not a technical problem or anything like that. it's just pure and simple laziness.
laziness - of course if you were paid to do it you might change your mind.

