Um, Apple is far from the only vendor of high res displays. And not all OLEDs are PenTile. The trend in all displays is to higher resolution where subpixel AA is unnecessary complexity, and especially on mobile which is more important than desktop these days and where nobody ever does subpixel AA, even on relatively low resolution displays that could support it.
Hmm, I guess so, but writing the browser based on WebGPU seems limiting? You can use native code there.
> Um, Apple is far from the only vendor of high res displays.
There's stories on here every day about how they are.
https://news.ycombinator.com/item?id=30604375
https://news.ycombinator.com/item?id=30631288
> And not all OLEDs are PenTile.
Meant to say "mobile OLEDs" if you insist. There's no desktop OLEDs, people don't seem to enjoy using RGBW TVs as displays. Couldn't say why.
There's stores about their high res displays, but to the extent they claim Apple is the only vendor that's just plain false.
That's why I said skipping the DOM, as in using canvas or WebGPU yourself. Browsers do handle that properly but unfortunately games or game-like apps don't even if they display lots of text.
> Subpixel AA is a technology of the past and a new forward looking browser should not bother supporting it. Tons of complexity and compromises for small gains on bad screens only.
Apple is the only vendor of highres desktop displays, I think? The reason subpixel AA doesn't work on OLEDs is because they're worse (PenTile instead of RGB) not better.
Safari indeed doesn't do subpixel on HiDPI displays, but that leaves hinting and some other text rendering tricks with similar constraints that a naive renderer would forget about.