Which also means they finally support more screen real estate at native 2x! Since 2016 the 13" MacBooks retained their 2560x1600 panels but shipped by default in a "looks like 1440x900" mode, which renders a 2880x1800 frame and does a non-integer scale down to the panel's native resolution, trading sharpness for extra space.
I hate the slight fuzzy look so I run mine at native 2x (e.g. "looks like 1280x800"), but it makes things pretty cramped.
These new screens can run native 2x at the "looks like 1440x900" res (other rather, "looks like 1512x982"). Very welcome improvement.
Even right at the start, old apps would look a bit blurry but would still at least be in the correct proportions on macOS, whereas with the Windows scaling a lot of stuff just wouldn't work!
Windows on the other hand, does the theoretically correct thing but messes up the ecosystem (unsupported apps, multiple monitors)
This method does not need GPU at all and also saves memory bandwidth; no need to save scaled down framebuffer and read it out again.
It could be unrelated to the mixed DPI scaling, but that's what nearly all my display issues on Windows have been related to so that's my assumption.
I also recommend you check your display settings. If your windows aren't the same vertical size, then your overall desktop isn't a rectangle, it'll be some other polygon, and that means there are corners between the screens that your mouse can get stuck in.
Doubling the DPI of the display makes the fuzziness less noticeable of course, but someone commented on this site that the fuzziness bothers him even on a retina display, so he distinctly prefers Windows's text rendering over Mac text rendering on the same hiDPI monitor.
As noted in other comments on this page, many Windows apps are blurry when the OS is set to a scaling factor other than 1.0, but Chrome, Firefox, the new Edge browser, Emacs, VSCode and most of the apps (e.g. Settings) that ship with Windows do not have that problem.
None of the apps except VSCode that I have opened on my Linux install over the previous 3 months are fuzzy when the OS is set to a non-integer scaling factor either, though in that case I have had to learn to adapt to certain minor bugs in Chrome and Emacs.
This isn't how it really works. It doesn't render 2880x1800 frame and scale down, it will just render at the resolution given for the size of the widgets desired. Any modern GPU can do that, the only time down scaling is needed is if you have a higher resolution bitmap that you want rendered at a lower resolution (or you can scale up, anyways, modern applications should not be rendering fixed sized bitmaps to ever need to do that).
Edit: never mind, that is how it actually works. I never realized MacOS never got true resolution independence like WPF.
This is also why the first Catalyst apps looked really blurry and bad on non-Retina displays; Apple applied a non-integer scale to the final rendered frames to work around UIKit not being able to draw the right size widgets.
4K output, 1.5× scale means 6K framebuffer scaled to 4K.
That's sadly how it works at least on Gnome, and Gnome says they've copied it 1:1 from MacOS.
Personally I think they should abandon/maintenance-mode the "manually scale the pixels to fit the screen" mode and make the "virtual pixels" mode capable of supporting DPI-aware apps.
Nothing about Windows’ approach to DPI awareness needs to be abandoned. Your app code isn’t supposed to be DPI-aware, you’re just supposed to use a GUI library that is.
Someone, somewhere, figured out that the game only runs properly if you have the text scaling at 100%; I had it at 150% because I was playing on a TV and the screen was unreadable at 100%.
I have to wonder what Microsoft did with text scaling that it broke a DirectX game.
Exposing a 1x design to non-integer scale factors fundamentally runs the risk of breaking it - you will get odd pixel gaps or misalignments which would not occur at integer scales, because the virtual pixel coordinates no longer line up with actual screen pixels.
Only macOS and Gnome don't, because they value single-pixel alignment errors more than the massive performance issues and reduced sharpness their solutions cause.
Unlike macOS and Gnome, which do.
Problems like this are common, it is not app specific. If you call this a superior solution, then you haven't seen a really working one.
With macOS or Gnome, even apps from 90's that were newer updated, will have proper scale. They might be blurry (macOS upscales using nearest neighbor so it is pixelated, Gnome uses bilinear, so it is blurry instead), but they will be correct size.
The Qt approach works only for apps, that do the special Qt dance.
I’ve got 3 systems with 1.5x scale, and Qt handles them perfectly fine (even with per-monitor separate scaling).
While Gnome absolutely does not. Either I get absolutely unreadable tiny 1x, or I get absolutely unusable 2x with no space for anything.
(That said, Qt on Windows handles per-screen scale factors very weirdly, especially with applications using pixel values)
Yes, the old app on Mutter will be upscaled, but it will be right scale on each monitor in mixed-dpi environment. Yes, even that old wordperfect from 1998. While on Plasma, non-Qt apps will have hard time.
Also, you won't be able to do perfecly fine anything on 150%. How are you going to do 1-pixel wide line? Exact cursor positions? You are not going to. With hw downscaling, yes, you pay the price for larger framebuffer and you get good approximations, but you also avoid a great deal of corner cases, that most software users are running is never going to solve.
I care more about the performance loss of rendering at excessive resolution than about the 1-pixel imperfections.
> that for Mutter/Gnome it works for old apps without any modifications, while the Plasma/Qt approach works only for apps that were modified to use the new APIs.
You could do a hybrid approach and render old apps at 1x/2x and down/upscale them and let updated apps render at the native resolution.
At least render fonts at native resolution and only up/downscale the rest of the widgets. Scaling fonts can NOT be done by post-processing or it WILL be wrong. (MacOS only scales widgets, images and fonts will always be rendered at native resolution)
MacOS scales entire framebuffer. You can verify it by doing a screenshot and examining it.
https://www.linuxuprising.com/2019/04/how-to-enable-hidpi-fr...
https://wiki.archlinux.org/title/HiDPI#Fractional_scaling
Or using gnome-tweaks. Then, on display settings, it should show up the new scaling configs.
And, in Gnome it's very sharp, with zero blurring! It was somehow sharper than whatever KDE was doing when I tested it some months ago.
Which I don’t really have the performance for (I’m already using Budgie’s option to do exactly that under X11 right now already, it’s not exactly the most performant solution).
And even under Wayland, Gnome still renders at the next integer scale.
While KDE under X11 actually renders at the correct resolution, with proper scaling and perfect sharpness, which I really miss.
The downscaling, when done properly, is being done with output encoder, not with GPU. It should be transparent for anything graphic card, that came with DP or HDMI port. Maybe except original rpi.
Edit: comment from a GTK developer here that goes more into detail: https://gitlab.gnome.org/GNOME/mutter/-/issues/478#note_7939...
I guess if you want to know why should things be this way, you could say it's because of technical limitations? Though that may not be a satisfying answer to you.
GTK3 breaking that is a bug, not a feature.
Especially text should NEVER be scaled after rendering.
And re: performance, that’s great that you’ve got hardware that can run 3D in-browser shader sites or games at 6K resolution at 60fps just fine, mine can’t. If it were running at 4K, as it’s supposed to, I’d get significantly more fps. Especially at a time where GPUs are rare and Gnome still decides I should get 50% more performance just so they save some work.
https://developer-old.gnome.org/gtk2/2.24/GtkWidget.html#gtk...
https://developer-old.gnome.org/gtk2/2.24/GtkWidget.html#gtk...
Those would need to be floats if you wanted to have a non-integer scale. Changing everything to use float coordinates is a large undertaking that touches the whole stack and will require a lot of work. It still hasn't been done yet as of GTK4. If you'd like to spend your time helping out then please do so. Please refer to the gitlab comment above for a description of some of the technical issues that you would have to solve. But it may be more cost effective for you to just get some new hardware with a better GPU, or use something else.
What hardware from the past 10 years are you using that rendering 3D games in browser or shader websites at 6K vs 4K resolution makes no difference?
I’m already struggling to get enough fps at 4K, with Gnome rendering it at 6K and downscaling to 4K my performance is even worse. That’s using an RX 5700XT, a GPU that in the current absurd market retails over $1000.
And as Gnome ensured that neither GTK nor Wayland expose any non-integer scale factors, or support it, browsers on linux have no way to render at native resolutions and handle scaling themselves, which would improve my performance situation significantly.
How do I actually multitask while doing that?
At 1.5x even my Ryzen 9 3900X and RX 5700XT are stuttering to show many shadertoy examples at 4K, where the performance at 1x is more than acceptable.
Simply: Gnome (and Wayland) is broken, and this API must be changed.
EDIT:
For https://www.shadertoy.com/view/ss3SD8 the difference on my laptop for example is 1280x720 at 1.4fps (1.25x scale) or 850x450 at 17fps (1.0x scale).
That’s a massive difference, and enough to be the difference between usable and unusable.
Again I would say no, that's wrong, it's just not currently meant to run on your hardware. If you know how to change this API then please help. AFAIK there is no one working on this currently. To solve the problem, it really needs someone who is committed to getting it working on the type of hardware that you have and who can champion that use case. If that's not you then you'll have to wait (indefinitely) until that person shows up, if they do at all.
Also, shadertoy is a really bad test case as those are more like demos, they aren't optimized and are just made to show how much you can do by computing things on the fly in a shader. A real program you'd see in production would make better use of GPU memory and wouldn't hammer the GPU cores so hard.
I’ve got all my time already full with jobs, projects, and other stuff I’m working on, if I’d find time, I’d love to help extending wayland, deprecating GTK3 and GTK4, and modifying the software accordingly.
I’ve made custom patches for the same purpose in the past already, but I just don’t have the time.
Especially since with X11 it was at least somewhat possible to do it, but now with wayland it’s sadly enforced in the protocol to only use 8-bit sRGB and integer scale factors.
If I ever find the person responsible for that decision...
Edit: The decision to use integer coordinates I believe was made long ago in GTK1 because that's what X11 used, and it just hasn't been changed since.
"Especially since with X11 it was at least somewhat possible to do it"
X11 never actually supported this and also only uses integers for screen and input coordinates so I'm not sure what you're referring to. I think you are thinking of the app itself doing its own DPI scaling which will also work in wayland, but it will have the same problems where the DPI could mismatch with other apps and with the rest of the desktop.
"I’d love to help extending wayland, deprecating GTK3 and GTK4"
Well GTK3 is already in maintenance mode, and apps are currently in the process of being ported to GTK4, so first they'll probably want to finish that and get some feedback before starting on GTK5... it will probably be at least a few years before anything related to this could ship.
GTK2 could actually render at 144dpi, or 108dpi, just fine. Everything was slightly misaligned, not everything scaled perfectly, but it worked.
X11 had an integer Xft.dpi variable. Wayland now just has an integer scale variable.
WHY was this downgrade made? If a protocol break could be made to remove this functionality, a protocol break to add it back should be just as justified.
Break everything, apparently removing functionality was a good enough reason to do it, re-adding it should be just as well.
Yes, I am extremely angry after having spent years yelling at the wayland-wg and gnome devs not to make these decisions, not to put these things into the protocol, and complaining that if an API break is necessary, it should be extensible for these use cases. I’ve been complaining for a decade now and all of the complaints got ignored and instead the mistakes I warned about were made.
I understand your frustration but from what I have seen, nothing has actually been removed. This is just a feature that was never implemented because nobody signed up to implement it. Wayland could be extended to support it eventually but somebody actually has to put in the work. I think the best bet for somebody working on this would be to get it fully working and stable in KDE first, since Qt apparently has the toolkit support for it, and then maybe it can be adapted to work for GTK.
The issue with that is that first of all, the wayland protocol needs to be modified to add support for this, and the entire freedesktop/gnome community refuses to even consider adding support for anything like this because gnome doesn’t need it/can’t support it.
I’ve talked with vendors of devices using Linux with Wayland, who’ve been trying to get the committee to add support for years.
I’ve talked with KDE devs who’ve been frustrated without limits.
There’s a lot of people who are absolutely burnt out and angered by the constant stonewalling from Gnome, pretending for a decade that no one needs this and so it shouldn’t even exist.
Once they become stabilized and if other desktops took an interest, then they could be proposed as standard. But KDE does not need to wait for GNOME to implement a feature in Wayland, or vice versa. If you could mention which KDE developer you were talking to then maybe we could help them get this implemented in KDE first? Then afterwards if they can offer some tips to offer GTK (or other toolkits) on how to implement this, that would be valuable to everyone.
Sure, Gnome still won't adopt them ever because they're stubborn and think they know everything better, but at least I'd have a somewhat working solution.
Maybe elementary OS would actually use it too, they've already got support for just scaling everything based on the font size.
Thing is, I need this functionality yesterday. And it's been an absolute pain hearing that even if you spend an excessive amount of work today, in a community where all of gnome is against you, maybe someday in a decade it'll get better.
As long as Gtk refuses to support this, I can fix KDE, but I can't fix Java or browsers.
Java, Firefox and Chrome reject patches, saying Gnome is responsible. Gnome says they don't care.
And I don't want to run custom builds of Firefox and Java anymore. It was such a hassle constantly building them from source with my old patchset.
If you are really committed to using Linux and don't want to wait then I said it before but I think a better use of your time would be to spend a few hundred dollars on some different monitors that can work at just 2x scale, and then let someone else deal with this.
Usual price point around $1600-$2200.
Comparable 2× monitors start at around $4500, and the cheapest option only supports macOS and has a $1000 monitor stand.
A "few hundred dollars" won't be enough.
At the moment, I just work all day at ~10-15fps using Budgie with fractional dpi on X11, but it's definitely not a great experience.
I used to be 100% in on KDE, but as you mentioned, Wayland support is limited.
Budgie is atm sadly the only option for multi-monitor hidpi that's not using gnome's broken top bar concept.
That said, 10-15 fps on X11 is a pathological case, something is wrong there. When I ran X11 and played with xrandr, the slightly larger framebuffer had zero impact (outside games) on AMD Vega64.
Your definition for just fine must differ from everyone's else. Most GTK2 shipped assets for 96 dpi and that's it. Just try running GIMP on 192 dpi display, with "properly set dpi", for example. You will see yourself that is was not just fine.
> WHY was this downgrade made?
Because it didn't work. That's why.
> If a protocol break could be made to remove this functionality
It wasn't protocol break. It was apps either ignoring the facilities (in better case) or being outright broken -> desktop locking on constant values, where everyone was able to test their wares.
> protocol break to add it back should be just as justified.
Not going to happen.
> Break everything, apparently removing functionality was a good enough reason to do it, re-adding it should be just as well.
You can start. Show 'em.
I have.
I’ve made a custom build from source of my entire desktop environment, changing the scale factor back to a dpi value, and modifying Qt and Gtk2 apps to use that.
And it works.
You just need to break the wayland protocol and rebuild everything from source, but for over 2 years, I ran that as daily driver setup because I was so pissed off by this decision.
You don't get to modify apps -- that's exactly part of the problem being solved; your solution has to work with whatever user throws at it; from Chrome to xeyes, sorry.
Oh, and with staged updates too -- it might take some 2 years to adopt your solution, if everyone cooperates (which is a big if); not all distros update at the same time and some do not bother updating for another cycle (see Ubuntu and Wayland).
That's not how open source works. We get to modify apps. That's the whole point.
1) people are running all kinds of applications on Linux, not just open source ones. The solution has to work with Siemens NX or Autodesk Maya just like it works with Gtk Demo.
2) Even if you can modify apps, are you going to modify them all? No, most of them would be never fixed.
3) so you are mistaking "we get to modify apps" with "we get to rebuild the world, and everyone's system is part of the rebuild".
Applications which are extremely performance critical and accuracy-critical, where the compositor shouldn’t touch rendered pixels at all? Yeah, that works great, right?
We can just enforce the functionality in all new toolkits and deprecate old ones. Existing, old software will just render badly, like it does today, and everything new or updated will get all the advantages.
We can even enforce a new Wayland2 protocol, everything old can just render through XWayland as a blurry mess, Gtk3/4 included (they do support X still after all), and everything new can use the improved protocol immediately.
Edit: For further explanation see here for a longer description of GTK's release strategy. https://blog.gtk.org/2016/09/01/versioning-and-long-term-sta...
So, I have to use linux.
And I have to use something which supports my 27" 4K monitor at 1.5x scale today, not at some point in the future.
I can’t just not work until this is fixed, I have to deal with what broken tech exists today. Sadly.
Your new API won't be adopted by everyone overnight, that's why it is a dead end.
GTK3 is the exception but you can just let it be blurry; everything else can be sharp.
One of the issues in X11 is, that the display server can tell the clients what the screen dpi is, but it never knows, whether they honor it -- and they never tell. Many of them don't, some do, so you cannot have uniform handling for them, and if you find a mechanism where they can tell, how do you retrofit it back? You won't.
So yes, putting the mechanism into current toolkit is easy, but that means that the linux desktop is going to be broken for decades to come, because the old client won't disappear overnight. If they did, we would be in pure Wayland for years already...
Exactly. Nobody is going to update everything what's already out there. For many things, there's not even the source, even if there was a will. There's unbelievable dragging of the feet in the Linux community, so even that will is a big question.
These compositors have to play with cards they were dealt, not with cards they wish they had.
I’ve complained about this since before Gtk3 and Wayland were stable, constantly warning against making these decisions, and now that the bad decisions have been made, doing another protocol break to fix them is apparently out of the question?
When GTK3 came, it didn't break GTK2 and GTK2 apps. They could work side-by-side, as they were before.
What you suggest is either kicking out the world from beneath them, or having all of them updated, at the same time.
That's not going to happen.
It’s absolutely possible. And as mentioned, switching from dpi as int to scale-factor as int was reason enough to break all software, going back should be just as justified.
The same can be done in any environment where the protocol between toolkit and compositor contains enough metadata and applications can tell the compositor that they’re rendering at native scale.
So, X11 works, Wayland won’t work until the protocol gets significantly changed.
I had a similar patch for my compositor, the protocol libs, and Qt where I just let windows specify that they’re rendering at native scale, and I let Qt handle the scale factor as if QT_SCREEN_SCALE_FACTORS had been set accordingly.
And then you’d need a way for applications to tag each buffer it renders with the DPI it’s rendered at, so the compositor can show the right buffer natively on the right screen.
For performance improvements, it even makes sense to provide a clip mask telling which part of the window each DPI should be rendered for.
Now, that’s complicated, but doable. I did it.
What’s more complicated is handling situations where compositors don’t support this, or only support parts of it.
That whole backwards compatibility part is more work than getting the whole feature built and shipped, and it’s entirely unnecessary.
Edit: Also I'd like to give some feedback.
"a way to have the compositor notify the application which dpis it should render at (because it’d be multiple)."
Right, so that's one additional message. I assume by multiple you mean the case when you have multiple monitors at different scales.
"a way for applications to tag each buffer it renders with the DPI it’s rendered at, so the compositor can show the right buffer natively on the right screen."
I think this would be one or two additional messages. But I'm actually confused by why you would do this because it seems like it would still cause performance issues, if you're now rendering every program two or more times every frame. I think you may want to save this for an "accuracy mode" or something, and normally have it so only the max DPI applies.
"it even makes sense to provide a clip mask telling which part of the window each DPI should be rendered for"
This won't work in Wayland because the client never clips windows, it just redraws the whole window each time.
"What’s more complicated is handling situations where compositors don’t support this, or only support parts of it. That whole backwards compatibility part is more work than getting the whole feature built and shipped, and it’s entirely unnecessary. "
I don't see how that's complicated or why it's more work, programs would just work as they do now, i.e. you just assume those programs always have a DPI of 96 * buffer_scale.
Also depending on how you design this, you may have to consider how this would interact with OpenGL and Vulkan, and maybe consider the possibility of creating additional extensions there in order to handle this. But that may or may not be necessary, I'm not sure.
Some compositor/toolkit combinations today render at both 1x and 2x, or similar scales, if multi-monitor setups are used.
Now, to improve that situation, you’d need to render at each of the scales of the monitors the window is on right now instead.
To improve performance of that, sending a clip mask from compositor to toolkit to say "hey, only render the left half at 2x, right half at 1x" makes sense, if the toolkit decides to support it, that’d improve performance at no cost.
> or only support parts of it
What if the compositor sends the info about each monitor’s DPI, but doesn’t support the dpi-tagged buffers, instead only supporting viewport-tagged or integer-scale-tagged buffers?
And the windows solution is not reliable either; the only reliable solution was macOS one.
Windows and Qt were retrofitted and it shows. Both are buggy and unreliable.
> Again I would say no, that's wrong, it's just not currently meant to run on your hardware.
It' absurd that not running on common hardware is, somehow, not broken.
Yes, both of them have advantages and disadvantages, engineering is about picking the right compromise. So yes, there will be cases where you would be better of with the other approach... for a while.
But the approach is not being picked just for today and for the current state of tech. For the same reason, you won't lock yourself into unnecessarily complicated software that is going to be permanently buggy, and to be obsolete soon -- just like you would not appreciate being locked into Psion/Symbian-like memory management today, despite making sense, solving a problem and being more effective years ago.
This is exactly the same case. That software is going to stay here for decades... you RX 5700XT is not.
When I tried here some months ago, KDE with fractional scaling wasn't as sharp as Gnome's upscale-then-downscale (I'm not really sure why. Downscaling should involve some blurring). I really wanted to use KDE, but text rendering on KDE's fractional scaling appears to be blurry.
Gnome actually does fractional scaling. It doesn't do fractional rendering. Two different things; you can do one without another.
As I wrote elsewhere, you cannot do perfect sharpness at fractional resolutions. How are you going to render 1px wide line exactly?
With downscaling, I get a blurry mess. With fractional rendering, I get a line that may be a tiny bit too wide or too thin, and may be one pixel off, but it’s going to be perfectly sharp and clear.
At least render fonts at native resolution and only up/downscale the rest of the widgets. Scaling fonts can NOT be done by post-processing or it WILL be wrong.
They are fine, but just cannot downscale to arbitrary sizes. Note that macOS doesn't do 125%, for example, because that's one of the worst cases - you have 5 pixels to do job of 8.
Many fonts intentionally change weight slightly at small sizes, by scaling it afterwards you break this functionality.
Also, by scaling afterwards in compositor in sRGB space you create issues with brightness as the compositor (at least under Gnome) does not take gamma into account.
The amount of tradeoffs is extreme, compared to a few UI widgets getting slightly shifted around.
And I’ve already mentioned the performance issue in multiple other places in this thread.
Wrt weights, fonts are not defined in pixels; so adjusting for this is the easy part.
Yes, ignoring gamma is a problem, and I'm not sure whether anyone in Gnome/Freetype/Harbuzz is working on this; probably not. But this is a problem for low dpi and integer scaled hidpi too, not just for fractional scales.
Widgets slightly shifted also mean your mouse is going to be shifted, and quite possibly in different direction. Now, that's going to be a problem, that the users can clearly reproduce.
No, not always: when XFree86 and XWayland are out of the picture (i.e., when the app is talking directly to the Wayland protocol) there is no downscaling or upscaling at all.
So, for example on Fedora 34 (my daily driver) if you say
gsettings set org.gnome.mutter experimental-features "['scale-monitor-framebuffer']"
, then a new line (named "Scale") appears in the "Displays" pane of the Gnome "Settings" app. If you use that new line to set the scaling factor to 125% or 150% or 175%, then start google-chrome-stable or google-chrome-unstable with the flags -enable-features=UseOzonePlatform and -ozone-platform=wayland, then navigate to the page containing this comment, the "Y" in the upper left corner is a little blurry -- enough so that most people with non-hiDPI displays should be able to tell -- but everything else on the page, including the white box around the white "Y" and emphatically all the text is rendered directly at the correct resolution.
This is because on a modern OS, the fonts are stored as resolution-independent mathematical descriptions of curves (splines, to be exact) that can be rendered cleanly at any resolution. And rounded corners specified by browser CSS or in GTK 3 or GTK 4 (the versions of GTK capable of communicating directly in the Wayland protocol) are specified in a resolution-independent way. And if the aforementioned white "Y" were a SVG file instead of a PNG file, it wouldn't be blurry either (but don't bother changing it, dang, it is fine the way it is).
And all the Gnome apps, e.g., the aforementioned Settings app, e.g., Gnome Terminal, on my install are non-blurry at fractional scaling factors.
My personal favorite annoyance is how chargers and cables are advertised with the wattage they support, but it's really the voltage and current that matters.
If you have a device that wants 20W as 9V/2.22A , your 30W charger may not support that specific combination and will charge much slower than a 20W charger that does.
Edit: Yes, I went to middle school and know that power is voltage times current. My point is: having an equal or higher wattage USB-C charger is not sufficient.
Trying to help a lawyer out and trying to explain why the $5.00 USB-C cable he'd bought from Amazon wasn't delivering 4K video to his expensive monitor AND powering his laptop too.
Me: OK: so its a USB-C cable, but its not a high data rate USB-C cable.
Him: But, its a USB-C Cable.
Me: but, no, not all USB-C cables are high speed cables. And some of them can't do high speed and power delivery
Him: but... its a USB-C cable: it plugs into the port.
Me: Um... just because it plugs in, doesn't mean its going to work. You can have USB-C cables that are actually slower than the old USB ports.
Him: but.... shouldn't it just work?
And so on. For... 15? more minutes? maybe 30? I finally got him to buy a "proper" belkin USB-C cable . Which was bought from a company that should be anonymous, but lets just say that a "refurbished" cable was shipped, which, surprise, surprise ,didn't work, for ANYTHING. This basically sums up everything that is wrong with Tech thinking vs User Thinking.
edit: I wrote this but then realized other countries other then the US exist and handle electricity differently, my example only applies to the US
If you're not loving USB-C, you're just not doing it right.
That’s why I don’t love it. Love the promise, hate the result.
This is a pretend dichotomy. It's not "people who think about tech vs people who think about people." It's "some parts are cheaper than others because they don't do as much."
If you need to send 100 cars down a strip of road every 10 seconds, you can't use any road. You'd need one with lots of lanes
But that said, I'm not defending USB-C. It's true, I've had to do more research on cables than ever before in my life since it started becoming the new """standard"""
Are the cables actually accurately describing themselves? I'm more concerned that products are obsfucating what corners they cut rather than that a lawyer should "know" the nuances of the USB-C industrial complex.
USB C is about as useful as an IDC10.
I find it much harder to break a USB-C port then a micro USB port on all phones I've owned.
Several companies in China make a "mag safe"-style connector for micro usb that is really nice. Some of them only provide power/ground. Others provide the full 4-wire spec.
I have a pair of Sony Headphones that annoyingly shut off the wireless when you charge them. So I didn't really care if it had the full four wire spec.
There's some out there for USB-C, but I wouldn't trust them for high-speed data transfer.
It's easy to make tough, lasting connections when you have space for decent-sized leaves of sprung metal.
It's incredibly hard to make tough, lasting connections when each connection is on a 0.2mm pitch that is almost too small to see.
Bottom line - USB-C is an optimistically designed standard. It's almost impossible to make a super-affordable USB-C connector which will stay reliable for thousands of insertions. Especially when it's also used for up to 100W of power.
Plastics like Stanyl are supposed to be good for 10k cycles, but it's always tempting to cut corners and use something cheaper. And the physical design tends to collect dust and compact it inside the plug and the socket - which doesn't help.
That's not it really. It's the connector and solder strength.
The problem is that when you buy a piece of electronics with a micro-usb port, you don't know which connector type the product designer used, or if the solder joints are good, etc. Sometimes you won't know for maybe 100 or 200 insertion cycles, which usually places the device outside a manufacturer's warranty.
The solder joints on a right angled jack experience a torque on insertion. That torque puts strain on the solder joints. Do it enough times those solder joints will crack from the cycling. Or worse the connector just rips the copper up off the fiberglass layer, since the strength of copper bond to fiberglass is much much less of the strength between solder and copper.
Here's an example of an SMD mount only micro female usb connector: https://tinkersphere.com/electronic-components/1817-female-m...
The only thing holding it to the circuit board itself are tabs which need to be soldered to copper pads on the board. (My failed headphones were of this type.)
Though it seems like most USB C devices appear to be using through hole legs for mounting (I haven't seen a device use surface mount only yet). The solder flows through copper plated hole, bonds with the copper in the hole as well as the copper on the opposite side as well as the leg in the hole, increasing the strength of the part.
https://www.mouser.com/Connectors/USB-Connectors/_/N-88hmf?P...
Both were cheap ebay purchases made because I'm willing to plug a $10 cable into a $600 phone despite the early USB-C cables occasionally frying devices.
Yes, this is a PITA. If you know of a maker of headphones and earphones that doesn’t do this, please let me know.
This has not been my experience with my AirPods Max. They work over Bluetooth just fine while being charged, unless they are completely depleted (0% battery).
For reference, this is on firmware version 4A400 but this has been the case since I received them (months ago).
They also support playback input over USB-C or 3.5mm. It’s nice. Expensive, though. But not Apple Airpods Max expensive, at least!
I don't love these headphones though. They clamp on my head way too hard for extended use.
I replaced the foam for $7 at some point but they still worked nicely last time I checked despite being 7 or so years old now.
… and get only 30Hz on 4k ;)
(which raises one of the problems with USB-C - it's impossible to tell how what features it supports)
alt-mode was the "killer feature" for me, alt-mode MST with a bus-powered splitter to drive dual DP (or HDMI) QHD external screens from a single USB-C port. This makes a regular laptop a viable desktop replacement for me.
Support for multiple external displays makes the billing, though these have 1x HDMI + 3x TB4 ports to play with.
phone context, yes. But in laptop/notebook context, USB-C is not durable, stuff gets very loose.
https://www.onmsft.com/wp-content/uploads/2020/09/ThinkPad-T...
I think USB-C works fine (h/t Benson Leung) but the implementation is problematic. Partly because of the complexity of everything they've tried to shove in, also partly because USB-A still exists and is the biggest competitor USB-C needs to overcome.
Give it 5 more years and we'll look at USB-A like serial ports. Till then, USB-A is legion.
Furthermore, ditching all of those USB-A accessories and cables that still work fine just feels wasteful. If the only thing you're throwing them away for is compatibility, and not some feature that's actually improving them, even more of a waste. It's just churn to push more tech company profits.
The fundamental mistake Apple made was continuing to ship USB-A cables in the box with products, and expecting USB-C adopters to pay up for USB-C cables. This was good for Apple's short-term margins, but terrible for the transition.
So, I blame Apple for keeping USB-A alive. They introduced the all USB-C Macbook Pros in late 2016. You'd have expected that over the next year they'd have phased out USB-A, so by 2017 or 2018 they'd have not shipped any USB-A cables or adapters in the box.
But nope. Airpods 2 (released in 2019) still ship with a USB-A cable in the box. It's the same with the iPhone 11 (2019), and the Magic accessories for MacBooks until 2021.
> If the only thing you're throwing them away for is compatibility, and not some feature that's actually improving them, even more of a waste.
Interestingly, this is also a good argument for why the EU shouldn't force iPhones to use USB-C. People have tons of lightning cables that would become e-waste overnight, and all the demand for USB-C to USB-C charging cables would be profits of (some) company - Apple, Anker, or random Amazon companies.
I remember hearing someone point out during that period that if you bought an iPhone and a MacBook, brand new, you couldn't plug the phone into the computer out of the box. Which seems like one of those things that would have been unacceptable to Jobs if he were still around.
I have charging cables (with USB-A on the power side) in multiple places around the house, using the 5V/1A adapters that shipped with iPhones over the years. This works fine, though it is slower than the "fast charging" we've grown to expect these days.
The device end of these cables are miniUSB (bicycle lights), microUSB (external battery pack), USB-C (my partner's noise cancelling headphones), and many of them are Lightning (Airpods, Airpods Max, iPhones, iPads, Apple TV Remote).
There's a few exceptions. If the USB-A jack is rotated sideways on the device, then "up" could be left or right. And if it's a cheap off-brand sweat shop connector, then the logo may be on the opposite side. A sign that it could break quickly too.
I'd say 3 more years will be the turning point. You must remember, before USB there was no universal port. So USB-A didn't have to replace it's predecessor.
So the connection is USB-C, but if you connect ANY USB-C cable to the keyboard, it wont charge. Even the USB-C <> USB-C cable that comes with iPad Pro doesn't charge it. So far of the ~20 cables I own that I've tried, the only cable that will charge it is the Asus provided cable...
It's stupid, but it is unfortunatelly the way it is.
Thanks!
Also: the cockamamy version/naming convention(s) of the latest USB revisions.
It only becomes a problem when I leave my bubble. I usually travel without my adapters, so I can't borrow someone's mouse, or plug something into their TV.
Then there's the issue with cables and chargers. I have thick cables and 100W chargers, so it's never a bother, but it's not a trivial thing for the average user to make sense of.
USB has been letting everyone down since 1998.
I am floored at the ports. Floored. Apple LISTENED? Like, seriously, LISTENED to its customers? I thought HDMI would never come back.
Such a charger would be not specifications compliant. Don't blame the specs for what the manufacturers did with it.
Oh and don't get me wrong: there are a lot of problems with USB C mostly with the complete impossibility of knowing what the heck a USB C port is actually capable of. Is it Thunderbolt capable? if not, DisplayPort alternate mode capable? Can you charge the device over it? If yes, what's the maximum wattage.
This will ease finally because Microsoft will require PCIe tunneling on all C ports for the device to be Windows 11 certified so there won't really be different USB 4 ports -- except for charging wattage... https://docs.microsoft.com/en-us/windows-hardware/test/hlk/t...
> If a device requests a specific config (9V/2A) but the charger only provides 12V/1.5A with 5V/1.5A fallback
Then it's not compliant. 15-27W is to be delivered via 9V. 12V is optional.
Is it? Allowed by the standard where?
watts = volts * current
The Apple 29W charger supports two configurations only: 14.5V × 2A, or 5.2V × 2.4A
The Apple 30W charger supports these four instead: 20V × 1.5A, 15V × 2A, 9V × 3A, 5V × 3A
Do you see a problem here?
Wattage is what you get when you multiply amps and volts. You just said the equivalent of "It's not about the ice cream, but about the ice and the cream".
Also, it arguably does have everything to do with volts - if you put the too much voltage into a device, most likely you're going to damage the device, its surroundings, or yourself (i.e. in a house fire).
USB-PD on USB-C negotiates the highest voltage your device and charger will support.
You can buy a 30W USB-PD charger that supports a smaller subset of voltages than a 20W USB-PD one, and in practice will deliver less power to your device because the voltages both like don't line up well.
What actually is supported by each tends not to be specified/disclosed-- or if it is, it takes a lot of digging to figure it out.
Oh? Everyone else seems to think the mechanisms are sufficient for safety.
> This wasn't my point, despite me addressing negotiation in another comment.
I still don't understand your point, unless it's a failed effort at pedantry.
Also the original comment was unclear; they've edited to clarify. But of course, I'm the bad guy on HN for not being able to read minds.
E: I realize my GP comment was also unclear. I should have said "excessive" voltage, not improper I suppose. "Improper" in my head meant outside the rated voltage for either end/the cable. I'm not the one being a pedant here.
Which is exactly what GP was saying in the very part that you quoted:
> chargers and cables are advertised with the wattage they support, but it's really the voltage and current that matters.
and what you agreed with in that very same comment:
> Also, it arguably does have everything to do with volts
The important part with regards to power delivery isn't simply wattage. If a hypothetical charger can put out 96W at 1V@96A, it's never going to deliver even close to that amount of power to a device that expects 96W at [email protected].
OP is complaining that that leaves the true wattage of a given device/charger pair unknowable from the charger's packaging alone without further information as to what voltages and at what currents it can supply on request from the device. It's certainly a valid frustration.
It’s the end device that cares about voltage and amperage both as the voltage steppers inside have to be ready to handle providing the right voltage to the chips and the amperage has to be right to handle the load.
It looks like the 13" MacBook Pro will be phased out in the near future (over the next 6-12 months) and I'd guess that the next MacBook Air will become the replacement. There wasn't a lot of difference between the M1 MacBook Air and MacBook Pro before. I think Apple can nicely introduce a replacement MacBook Air with an M1 processor (or M1 Air) with an HDMI port and SD Card slot and it will be quite differentiated from the MacBook Pro with its M1 Pro/Max processors, miniLED displays, additional memory bandwidth, additional CPU cores, additional graphics capabilities, etc.
While this announcement doesn't introduce the product you're looking for, it does signal that Apple is going in the direction you're interested in and it shows that Apple can offer so much for pro users that it doesn't have to worry about a consumer machine cannibalizing their pro line. Apple can literally offer twice the number of performance cores to give pro users a huge incentive to pay $2,000+ instead of $1,000. Apple has miniLED displays with 1,000 nits of brightness (compared to 500 nits on the old MBP and 400 nits on the Air). With their own silicon, they're able to really differentiate the Air/Pro lineup (which didn't really happy last year) and offer compelling reasons to pay more without withholding basic features.
Yes, a MacBook Air with HDMI and SD Card slot doesn't exist yet. However, given how many bells and whistles Apple has given the MacBook Pro lineup, they can give a redesigned MacBook Air those ports and not have to worry that pro users won't buy their pro versions. I'm hopeful that a new MacBook Air will arrive in the Spring with the ports you're seeking.
Knowing Apple, they will keep it around for a couple years just to have the price point with the Pro name. They love keeping around older models for price anchoring/upsell.
A 13" M1 MBP allows them to hit a $1299 price point and say "starting at $1299" when speaking about their pro laptop line.
Pedantic nitpick, but a USB-C hub costs ~$40, or about 4% more than the base price of a Macbook Air.
For a desktop it doesn't matter, but for a portable device that you need to carry around every extra thing that you need to carry around is just something you are going to misplace.
You can run into some VGA projectors but most have HDMI now though.
The dongle bullshit (and the USB-C "well yes it can do that but only if you have exactly the right cable, so you'd better bring a couple with you" thing) broke that simplicity, and put me back to having to make sure I had other crap with me, which was a shame.
Dragging their feet on moving iPad and iPhone over to USB-C, so they could at least share dongles & charging cables with Mac laptops, was/is salt the wound.
https://smile.amazon.com/gp/product/B0872V4LFP/
Unlike single pigtail all-in-one dongles, this two piece no pigtail thingy supports 2x TB3 or 2x USB-C/DisplayPort displays since it is tapping both sides of laptop. (Incidentally this also lets you charge on the right to prevent potential issues with charging from left.)
> Who wants a stylus? You have to get them and put them away and lose them. Yuck! Nobody wants a stylus.
https://www.youtube.com/watch?v=ELZK-Pow6fs
> Handwriting is probably the slowest input method ever invented. ... We reimagined it and what we're doing is completely different than what they (Microsoft) did. ... And what we said at the very beginning is if you need a stylus, you've failed.
https://www.youtube.com/watch?v=w2xPt8txgGs
Apple now uses styluses on their iPad Pro's.
Modern styluses like the Surface Tablet Pen or Apple Pencil are for drawing and note-taking, in addition to still being able to use fingers on the touchscreen.
In the keynote, he never mentions "devices that require a stylus".
He says "who wants a stylus? Yuck!" and "if you see a stylus, someone did something wrong".
This spin into "well _obviously_ Steve meant X" is purely personality worship, not borne of his words.
Back in 2007, if something came with a stylus, it was overwhelmingly the case that the stylus was required.
I think it's a bit unfair to say that Apple deliberately change interfaces in order to push their adapters.
They've got 2 different problems to address, firstly they want to update and be in control of the interfaces to their hardware, Firewire,Thunderbolt,USB-C but, at the same time their machines seem to last quite a long time, so at any time there's a pretty significant number of users stuck on older interfaces and with hardware that uses older interfaces too (e.g. I have an older Firewire external hd that I now dongle to Thunderbolt, have noooo idea how I'm going to get that to work when I get this new machine).
So in order to allow all that to work they need to support a multitude of interfaces because getting a new laptop shouldn't mean throwing everything else out.
Simply add another dongle, the Apple “Thunderbolt 3 (USB-C) to Thunderbolt 2 Adapter” and you’re good to go.
I just tested mine before posting this, from a FW800 drive with the Apple FireWire-Thunderbolt adapter plugged in to the Apple Thunderbolt 2-3 adapter. Works on M1 Macs too.
Out of all the complaints about moving to USB-C, the idea that it is a conspiracy on Apple's part to sell dongles is the one that makes me roll my eyes the hardest. Say what you will about the USB-C-only MacBooks we've had in the last six years or so, but I'm fairly sure they were the first portable computers Apple ever shipped that had no proprietary connectors. No ADB, no MagSafe, no FireWire (not technically proprietary but largely DOA anywhere but Apple in the early 2000s).
I suspect if Apple had a magic wand (and/or even more of their money), they wouldn't have you buy dongles at all, they would have you buy new cables. Which is what I did years ago -- USB-C to Lightning, USB-C to mini-USB, USB-C to USB-A, even one USB-C to USB-B kicking around somewhere. And, because USB-C is not a proprietary standard, I don't think any of those cables are from Apple.
(Yes, I do have an Apple brand USB-C to USB-A dongle that I bought when I got my first USB-C laptop, because everyone was screaming how important they were. I almost never use it: if I find myself using it more than a few times for "dongle + cable", then I buy the correct cable.)
Also it’s not powered (those are closer to $200), which means it can’t charge my iPhone or anything else.
I think between the higher price point & dual ports, they had enough to put a proper microcontroller in there, which seemed to make everything happier.
To get the low price point in a year or two they can just have the low end 14” be the starting Pro machine. Only advantage to the 13 now is the touch bar, if you like that.
I just want a pastel orange MBA though.
According to everymac.com, the 12" PowerBook G4 (2004) had an amazing 10.9"x8.6" footprint (and the 12" MacBook (2017) was 11.04"x7.74" - and 2.03 pounds.)
Yes, the $400 that Apple charges to upgrade from 256GB to 1TB is high compared to the $200 for an SD Card. At the same time, the storage is 10-20x faster. I think the storage is different enough that Apple doesn't have to worry too much. Sure, some people might try that strategy and walk around with a laptop with a card sticking out a bit and some third party will make a microSD adapter that doesn't stick out, but I think most users will probably opt to pay for the storage and Apple can ignore the small number that buy niche products.
I think between saving money on their Apple Silicon processors and being in a great place to have serious differentiation between the Air and Pro line, Apple doesn't have to worry.
https://www.bhphotovideo.com/c/product/1655140-REG/kingston_...
I though I'd have a mountable extra storage.. But ultimately it would sometimes unmount on sleep (you could unplug and replug..) and it was a little slow. If I wanted to use the SD card from my camera, I had to remove it. I replaced it with an external ssd. which is bulkier and corded...
this wasn't the exact thing, but it gives an idea what its like: https://www.amazon.com/Transcend-JetDrive-Storage-Expansion-...
If you take 74px off the height for the notch/menubar area, you get 3024 x 1890 and 3456 x 2160 which are both 16:10.
[1]: https://www.macrumors.com/2021/10/18/macos-hides-notch-on-ne...
Going from the butterfly to the Magic felt absolutely incredible. I now own an M1 MacBook Air (mainly for the better and quieter performace, and the lack of TouchBar), and its keyboard feels about the same as the 16", so pretty good.
After a long time, I was helping my son with stuff on the computer, and as soon as I typed a couple words I was blown away by his keyboard. It's better in every aspect to the newer ones.
Magic Keyboard ranges from good to very good. The 2015's is superb.
I gifted my other old 2013 which had the same pre-butterfly keyboard, erased my data after I had already gotten used to the 2019. I did notice the difference in key travel then. But it didn’t bother me when I went back to the 2019 after. I honestly couldn’t say I’d prefer one over the other, besides current familiarity/muscle memory.
Apple:
.7 mm - butterfly keyboard
1 mm - current mac scissor keyboard
1.3 mm - old mac scissor keyboard
Thinkpads:
1.8mm - T series thinkpads (aka the ones with the good keyboard)
1.5mm - last year's X1 carbon (the thin and light)
1.3mm - this year's X1 carbon
Kailh Choc (low profile) mechanical switches have a total travel of 3mm.
Cherry MX switches (and most clones) have 4mm travel. Some clones are a little more or less.
I'm excited to try the new 1mm keyboard.
But it was super-problematic and had mine broken multiple times over the years. If they could make 0.7mm butterfly reliable, that would have been awesome.
* in clamshell mode;
* on Windows via BootCamp.
According to some reports in the MacRumours forum [0] this is fixed in Monterey.[0] https://forums.macrumors.com/threads/16-is-hot-noisy-with-an...
Edit: Not quite a fix. Apparently they introduced a Low Power Mode that helps bring wattage and temps down by essentially preemptively throttling CPU and GPU or something like that.
Not really a fix then. That may prevent hurting your machine but it’s still not running at optimal performance.
More helpful in keyboard hardware would be greater key travel distance and a sharper tactile snap.
(Trying to solve keyboard injuries with rubber at the bottom of the keyswitch is similar to wearing heavily padded running shoes then smashing heels into the ground on every step, relying on the shoe padding to absorb some of the shock. The better way to avoid ankle/knee/hip injury is to get a less padded shoe and fix the gait to have gentler steps and use the tendons/muscles to absorb the shock instead of cartilage etc.)
Part of the issue with Apple's keyboards is that the activation point is so close to the bottom due to the short travel. Lenovo does this a lot better and it's really a joy to type on. Bottoming the keys out hard is instinctively reduced due to the earlier and clearer feedback.
More importantly than keyswitch design, the keyboard is a pretty bad overall shape for human hands. Laptop keyboards could be improved dramatically with a different physical arrangement of keys. In particular the right half of the letter keys should be scooted an inch or more to the right, and arranged so the wrists can stay straight while typing, the right pinky should be given fewer keys to press, the thumbs and index fingers should have more keys, and in general finger reaching should be minimized.
Training to safely and efficiently use tools is also important, however. Untrained typists have injuries at much higher rate than trained typists, because they develop habits poorly aligned with human anatomy. Same story for musicians, etc. Many people would benefit from more effective handwriting training.
Telling people to sit with their backs straight instead of hunched over or slouching, keep their necks straight, keep their wrists straight while doing fine work with the fingers, (more generally avoid postures with high static strain on muscles/tendons,) change positions every once in a while to reduce/shift remaining static loads, get enough sleep and exercise, etc. is just generally good advice irrespective of equipment. RSI is no joke, and people who make heavy use of computers should make some effort not to cause themselves permanent injury.
But part of this is that I will feel very quickly when something is ergonomically wrong. The butterfly keyboard in particular but also Apple's super flat magic mouse.
On the other hand, it doesn't have to be something super fancy either. Even the basic Microsoft wired ambidextrous (so not officially "ergonomic") mouse serves me well.
The older Apple keyboard (Island style) also suits me. It's not all bad :)
I can’t say I’ve ever gotten typing fatigue from any keyboard I’ve used even when being stuck typing for 10+ hours with very little downtime.
Users' testimonials will probably make me happy that I waited for the second iteration of Apple silicon, but I do wish there was an option that had a combination of trade-offs like smaller battery, terrible speakers, or no magsafe to get it half a pound lighter.
Is there a reference? I had the first gen (air) as my personal driver and couldn't have been more happy. I thought most user were pretty happy too.
I mean, they didn't technically need the space - there was space for one guy to cram one into the bottom without removing the taptic thingy (although it did get shifted slightly) [1]
[1] super long video and not practical for an individual to do it, but shows that there was space and it could've been included. https://www.youtube.com/watch?v=utfbE3_uAMA
If the guy who put the jack back in did any actual signal quality testing while playing video to stress the display, I'd be appreciative to have this theory put to rest, but I don't think he did.
It is the size of a thumbnail, and most people won't even notice it if they aren't looking for it.
I want to know who was cheering for it to be removed.
And the few times I have needed it, it was so nice to have. Even if I only use it once in the lifetime of the product, it will be worth it.
I haven't had to change a tire in years, but I think it is prudent to carry around a spare tire.
Simply having access to a feature is itself a feature.
Get whatever you need and plug. My camera has CF card, my drone has microSD card. So let's add them to the mix too. Also I never need the MagSafe port or never used HDMI port in my life. On the contrary, someone might need HDMI or SD slot everyday. My point is that they can't make everyone happy, and paying (not just by price but also the looks/simplicity) for ports that will never be used isn't the best thing to do.
USB-C solved this exact problem and what they did on this version is a major step back IMO, including removing the Touch Bar which had great potential for improvement.
And what is the alternative? USBA <-> USBC <-> SDCard adapter <-> MicroSD to SD adapter
Is that convenience?
Even if they gave away usb sdcard adapters for free, it would still be trouble to go out and get one. Or carry one around with me everywhere. Just another thing to lose. Another thing dangling out of my computer putting stress on the ports.
If I'm completely honest, I think it is more emotional than practical. This craving for hyper-optimization.
And even Apple now seems to be admitting that it was not a great idea.
I can understand dongles for tablets, but this is supposed to be a laptop, a somewhat general purpose computer.
> Also I never need the MagSafe port or never used HDMI port in my life
I assure you you are in the minority on this. MagSafe by the way is amazing. It has saved my old Macbooks more times than I can count. I've already had to get my USBC power slot replaced from tripping on it.
Having access to the ports is itself a feature. Having the peace of mind of knowing that you can go to the office or classroom and be able to use the projector or a jumpdrive, without having to worry about bringing the right adapters is a huge plus for me and I think most people.
I'd completely agree with you if MagSafe was the only solution, but my USB-C cord has been kicked accidentally multiple times in the last few years. Every time, it just snapped out perfectly either from the brick or my MacBook. Nothing got harmed, so USB-C already solves the only problem MagSafe is solving, so why have it?
The Touch Bar had a great promise, but they couldn't improve it enough to make it better (uhm, haptic feedback and faster response). Don't know how much it really contributed to battery drain though.
I dread returning to the old way of controlling screen brightness and volume, though.
You only need to need it once. I know more than one person who broke their laptop by kicking the cord pre-magsafe.
It's a little like saying that you didn't get hurt when you had a car accident without a seat belt, therefore you have no need for seatbelts.
I’m wondering how much bigger the battery could be without all those extra ports—a top-spec M1 Max laptop would probably rival the current king, the 13" M1 MBP.
MagSafe looks like a great return at first, but having used the M1 MBA for a year I've learned that I almost never plug into power in random places anymore. It's a bit like the plug on the bottom of mouse doesn't matter when you do it so infrequently. My MBA ends up almost exclusively charged from the dock on my desk, so the big advantage of MagSafe isn't there anymore.
And for these other ports, we lost a usb-c port. Probably not that big of deal since I've been living with 2 for a year, but it is a tradeoff to consider.
This may be a, "everything is amazing and no one is happy" sort of situation. I think all my cameras connect wirelessly to my Mac and my iPhone anyways. I can copy/paste text/images/whatever across the two as well and that's just magic when it comes to casual content creation.
The lower cost machines used to get power and HDMI as separate ports to two USBs.... I wonder if future lower-priced machines will again, if this is a trend...
The extra ports are literally the only thing I want here that's not in the much cheaper 13" pro...
This is hardly an accurate conclusion. To start with, the screen on the 13" has 4M pixels (2560x1600). The screen on the 14" has 6M pixels (3024x1964). Technically speaking you are buying 50% more screen. The new screen is more dense, but the screen itself is pixels and you are getting 2M more (50% more) pixels. In addition to the actual better quality LED design which is the "Liquid Retina XDR". The new screen is also able to deliver 1000 nits of sustained brightness, with 1600 nits of peak brightness. That is compared to the 500 nits offered on the cheaper model. So again this is double the brightness (even more than that considering peaks). If that weren't enough, the 14" comes with adaptive refresh up to 120Hz. Again, this is double the 60Hz of the 13".
So that's a hell of a lot more than just 1" of screen.
Furthermore, you are comparing the base model of the MacBook Pro 14" to the base model 13", which aren't comparable. The 14" base model comes with 16Gb of RAM and a 512Gb SSD. If you compare the equivalently spec'd 13" model with the 16Gb RAM and 512Gb SSD then you are looking at $1,699.
So for equally spec'd machines, it is $1,699 for the 13" and $1,999 for the 14". This means the price difference is a mere $300.
But even that isn't comparable. Because the $14" comes with the M1 Pro chip compared to the M1. I won't rehash that, but its a significant upgrade in CPU.
So you aren't paying $800 for 1" of extra screen. You are only paying $300 for the difference which offers a major screen upgrade, in addition to port upgrades, keyboard upgrades, and a major CPU upgrade.
https://www.apple.com/mac/compare/?modelList=MacBook-Pro-14,...
The more interesting question is what happen to the sub $1299 price category. MacBook Air or MacBook? And how would it be designed?
It's a $300 difference from the 13" with equivalent SSD & memory specs (nevermind you different CPU and screen size).
(3456 * 10/16)-2234 = -74 (3024 * 10/16)-1964 = -74
Which means both models have a 16:10 ratio + 74 extra pixels in heigh. Clearly they are adding stuff for the notch instead of clipping from useful area...
That is a very welcome improvement! I like scaling my display a bit so I have more real estate, but then the fonts get a bit blurry. 10% more resolution sounds great!
Bummer 2, because now producers of tvs/monitors will have less drive to reolace old hdmi with usbc.
sd cards? Are they that popular nowadays?
For a power cable.
Also, I like being able to charge on either side, it's annoying having the cable across when the plug is on the wrong side.
So if the Thunderbolt 4 ports support all this, then it's amazing, just best of all worlds. Otherwise a bit of a bummer.
There does exist a hub that has 2 USB-As and 2 USB-Cs for 50 USD, but it does not pass through video or power.
It was a very dumb situation. If they really wanted to go to USB-C they should have had a transition period where they just replaced the thunderbolt and maybe the charging ports, until shit settled down—which it never really did, because the USB-C cable situation is insane, so here we are, with some ports added back.
It's 2021, almost 2022, and I still wish one of the ports they'd put back was USB-A. I'll probably feel the same way in 2025. Maybe by 2030, when almost none of these MBPs are still in use, I won't still need a USB-A port way more than I need a USB-C port.
It reminds me of this video from awhile ago by The Onion:
Apple Introduces Revolutionary New Laptop With No Keyboard[1]
I also imagine they were making a joke with the $2600 starting price, which is funny cause that's what I paid (albeit in Canadian dollars) for my base-model 14" MBP yesterday
It’s possible they’ll show up in upcoming machines like the iMac Pro and Mac Pro.
I doubt it, you can still plug the usb-c >> magsafe3 cable into a crappy hub.
It’s almost assuredly to bring back the “my idiot pet or rambunctious child just ran through my power cord” breakaway support.
They said it can.
I was also looking at wifi enabled sdcards, because I'm lazy and would like to get images sync themselves.
I thought pros use wifi sd cards already.
For photographers, absolutely.
Oh wow. Apple's photos make it look so fat. I'm still using a 2013 15" MBP and am very happy with how thin it is.
They don't say it anywhere, but I hope HDMI inclusion is for the 2.1 version's increased bandwidth (even over TB4), potentially allowing for single-cable 8k at 60Hz.
[1] https://www.macrumors.com/2021/10/18/macbook-pro-hdmi-2-0-po...
If it's the same as the 2020 then no. It's better than the butterfly but not as good as the 2015
But here we go from 1.8cm to 1.55 cm, does this make any practical, visible difference?
But the trade off from 1.8cm to 1.55cm is subject of your personal opinion. In a perfect world we would want a 1.55cm laptop with the same heat removing capability as the 1.8cm.
If we subtract 74 pixels from their heights, we get 3456 by 2160 and 3024 by 1890, both of which are 1.6. So I'm guessing the notch is 74 pixels high?
I sold my pro (2015) Bought a pro (2019) with 4 usb-c, even I missed the megasafe.
Now they changed back to 2015, feel cheated by Apple :(
Now I just want to know if the new keyboard has more key travel distance back to the like of MacBook Pro 2015.
In case anyone wants to know the thickness difference.
MacBook Pro 13" 2015 - 1.8 cm
MacBook Pro 13" 2016 - 1.49 / 1.55 cm
MacBook Pro 14" / 16" 2021 - 1.55 / 1.66cm
So basically even the new 16" is still thinner than the MacBook 2015 era. Which I think vast majority of people were happy with.
Edit: Both 14" and 16" have 254 PPI, up from ~220. Apple tends to stick with same PPI for a very long time. So this is interesting. 3456-by-2234 or 3024-by-1964 is 14:9 Ratio. So somewhere in between the old 16:10 and 3:2 which is current trend of Lenovo and Surface Laptop.