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	<title>Comments on: Your users are pinching and spreading!; vector graphics matter even more now?</title>
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	<link>http://almaer.com/blog/users-pinching-you</link>
	<description>blogging about life, the universe, and everything tech</description>
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		<title>By: Misj'</title>
		<link>http://almaer.com/blog/users-pinching-you/comment-page-1#comment-46964</link>
		<dc:creator>Misj'</dc:creator>
		<pubDate>Tue, 17 Aug 2010 07:17:27 +0000</pubDate>
		<guid isPermaLink="false">http://almaer.com/blog/?p=2739#comment-46964</guid>
		<description>(complex) vector based images will always take longer than (equally complex) bitmap based images. And as a result, SVG is a bad choice for games (although it would work great for styles like Patapon (PSP) or Swords and Soldiers (Wii). This in itself is a pity and should be addressed. However, particularly for icons and the likes which are [a] less complex than game sprites and [b] require less refreshing SVG and other vector based images should be the preferred way to go (although it might require in-memory rendering rather than on-screen building-up). A resolution-independent mobile operating system (and I&#039;m not going to mention it&#039;s name since it&#039;s unavailable in the Netherlands ;-) ) should therefore urge it&#039;s developers to use vector graphics where possible. Considering that many designers create buttons and icons as vectors in the first place and then convert them to bitmaps, this really should affect the production pipeline.

On a related subject, soft-interpolated scaling (like in the facebook image) of bitmap images (as opposed to nearest neighbour) might be a good idea on paper, but in reality it ruins (over-softens) the image more than a pixelated look; particularly at high magnification.</description>
		<content:encoded><![CDATA[<p>(complex) vector based images will always take longer than (equally complex) bitmap based images. And as a result, SVG is a bad choice for games (although it would work great for styles like Patapon (PSP) or Swords and Soldiers (Wii). This in itself is a pity and should be addressed. However, particularly for icons and the likes which are [a] less complex than game sprites and [b] require less refreshing SVG and other vector based images should be the preferred way to go (although it might require in-memory rendering rather than on-screen building-up). A resolution-independent mobile operating system (and I&#8217;m not going to mention it&#8217;s name since it&#8217;s unavailable in the Netherlands ;-) ) should therefore urge it&#8217;s developers to use vector graphics where possible. Considering that many designers create buttons and icons as vectors in the first place and then convert them to bitmaps, this really should affect the production pipeline.</p>
<p>On a related subject, soft-interpolated scaling (like in the facebook image) of bitmap images (as opposed to nearest neighbour) might be a good idea on paper, but in reality it ruins (over-softens) the image more than a pixelated look; particularly at high magnification.</p>
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		<title>By: Curtis</title>
		<link>http://almaer.com/blog/users-pinching-you/comment-page-1#comment-46961</link>
		<dc:creator>Curtis</dc:creator>
		<pubDate>Mon, 16 Aug 2010 18:42:47 +0000</pubDate>
		<guid isPermaLink="false">http://almaer.com/blog/?p=2739#comment-46961</guid>
		<description>SVG isn&#039;t supported on Android 2.2 (Froyo) and earlier versions either.  From what I understand, SVG support was specifically disabled in Android&#039;s browser (WebKit based) because of poor performance.  That seems like an odd reason given the recent performance increases with Froyo and the adoption of SVG in some Google Apps.</description>
		<content:encoded><![CDATA[<p>SVG isn&#8217;t supported on Android 2.2 (Froyo) and earlier versions either.  From what I understand, SVG support was specifically disabled in Android&#8217;s browser (WebKit based) because of poor performance.  That seems like an odd reason given the recent performance increases with Froyo and the adoption of SVG in some Google Apps.</p>
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		<title>By: ÉtIenne</title>
		<link>http://almaer.com/blog/users-pinching-you/comment-page-1#comment-46960</link>
		<dc:creator>ÉtIenne</dc:creator>
		<pubDate>Mon, 16 Aug 2010 17:15:48 +0000</pubDate>
		<guid isPermaLink="false">http://almaer.com/blog/?p=2739#comment-46960</guid>
		<description>You can also use higher-res graphics. You&#039;ll lose a bit performance-wise but when zoomed the graphics won&#039;t look so bad.</description>
		<content:encoded><![CDATA[<p>You can also use higher-res graphics. You&#8217;ll lose a bit performance-wise but when zoomed the graphics won&#8217;t look so bad.</p>
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		<title>By: Eric Marden</title>
		<link>http://almaer.com/blog/users-pinching-you/comment-page-1#comment-46959</link>
		<dc:creator>Eric Marden</dc:creator>
		<pubDate>Mon, 16 Aug 2010 17:00:57 +0000</pubDate>
		<guid isPermaLink="false">http://almaer.com/blog/?p=2739#comment-46959</guid>
		<description>@RichB

I won&#039;t be considering Windows 7 a contender until proven othewise. They could barely get the Kin launched, and so far there is zero buzz about Win7 other than the customary gadget blog coverage. I don&#039;t expect these phones see widespread adoption with the smartphone market and will only be seen by most as a curious upgrade of the messaging phones popular with tweeners.</description>
		<content:encoded><![CDATA[<p>@RichB</p>
<p>I won&#8217;t be considering Windows 7 a contender until proven othewise. They could barely get the Kin launched, and so far there is zero buzz about Win7 other than the customary gadget blog coverage. I don&#8217;t expect these phones see widespread adoption with the smartphone market and will only be seen by most as a curious upgrade of the messaging phones popular with tweeners.</p>
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		<title>By: RichB</title>
		<link>http://almaer.com/blog/users-pinching-you/comment-page-1#comment-46958</link>
		<dc:creator>RichB</dc:creator>
		<pubDate>Mon, 16 Aug 2010 16:41:57 +0000</pubDate>
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		<description>When Windows Phone 7 launches, the browser will be unable to do vectors - no SVG, no Canvas, no Silverlight and even no VML...</description>
		<content:encoded><![CDATA[<p>When Windows Phone 7 launches, the browser will be unable to do vectors &#8211; no SVG, no Canvas, no Silverlight and even no VML&#8230;</p>
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		<title>By: chris</title>
		<link>http://almaer.com/blog/users-pinching-you/comment-page-1#comment-46957</link>
		<dc:creator>chris</dc:creator>
		<pubDate>Mon, 16 Aug 2010 15:40:20 +0000</pubDate>
		<guid isPermaLink="false">http://almaer.com/blog/?p=2739#comment-46957</guid>
		<description>I&#039;ve already begun incorporating Raphael wherever I can replace graphics.  Anything line-art based especially.

It looks stunning on the iphone.  I can only imagine other displays becoming high res as well, and hopefully by that time, svg will have native support across all browsers and apps.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve already begun incorporating Raphael wherever I can replace graphics.  Anything line-art based especially.</p>
<p>It looks stunning on the iphone.  I can only imagine other displays becoming high res as well, and hopefully by that time, svg will have native support across all browsers and apps.</p>
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