Thirty-something that rarely streams games anymore, but really enjoys cats and complaining a lot.

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in reply to @invis's post:

Do we really need to change the design language for high DPI tho? It feels like we've gone hard into flat design through the last decade, and the je ne sais quoi we all keep pointing to in mid-2000s UI design is just skeuomorphism. We can try it again and see what happens.

god, I just love the inviting use of texture and color inside simple rectangular panes, combined with the zen-like intentionality to window management in this era before it was standardized and optimized such that there's only one intended way to visually use a n OS

I miss when UX design trends didn't baby the user with over-simplified rounded shapes, or alternatively assaulting your eyes with ads at every opportunity.

Understandably, with high DPI screens these days, we need to go in a different direction.

Do we? Why wouldn't upscaled high-resolution versions of the old UIs work? Which parts could work?

Honest question, I'm frequently annoyed by modern UI but I don't really know anything about UI design.. or any kind of design TBH, so I wonder if there's good reasons for it, so far I always assumed that UIs are the way they are now because people who decide such things think it looks more modern or something.

Rather than vectors, I'd use bitmaps with vector-like scaling hints/rule layers applied when scaled. Like, "round this off when scaled", "this is a diagonal corner, flatten it when scaled", "use the scale2x or xBRZ algo on this square of pixels", so on.