The Software Side of Retina: Making it All Work

OS X, similar to iOS, uses points to represent display coordinates. Traditional OS/display combinations had a 1:1 mapping between points and pixels. Points in OS X are now floating point values, as a single point can be represented by multiple pixels on a high density display.


Images are the same size, but made of 4x the number of pixels on Screen 1 compared to Screen 0

How pixels map to points is determined by the backing scale factor. The backing scale factor can either be set to 1.0 or 2.0. In the case of the former you get 1:1 point to pixel mapping, while in the latter each point is backed by four pixels. The backing scale factor isn’t a global value, it can be set on a per element basis, allowing controls to to be legible while you get the benefits of a higher resolution for additional screen real estate. This aspect of OS X is key to enabling good behavior in applications as you’ll soon see.

Apple does a lot of the display handling for you so you don’t have to think about any of this. All vector based graphics and text using Apple’s APIs are automatically scaled up. Unmodified dialog boxes, toolbars, menus, etc.. should all look “normal” sized and just be ridiculously sharp on the Retina Display. Bitmapped images are scaled up using linear interpolation, but if higher resolution assets are provided OS X can simply swap and use those on a Retina Display.

Applications that render vector graphics, text and other elements to their own backing store will need hand tuning to look good on the Retina Display. These elements will receive the same linearly interpolated upscale I mentioned above.

It’s a bit complicated and confusing so let me try my best to explain what’s going on here in a practical sense. The 15.4-inch Retina Display has a native resolution of 2880 x 1800, that’s 2880 pixels across and 1800 pixels down for a total area of 5,184,000 pixels.

On the Retina MacBook Pro, Apple has done away with conventional resolution settings. Instead you get a horizontal list of scaling options (this applies to external displays as well):

In the default “best for Retina Display” setting, the desktop, menu bar, icons and Finder windows are drawn at 2880 x 1800, but they are drawn larger than they would normally be at 2880. Apple draws everything at 4x the size to make the desktop behave exactly as it would on a 15.4-inch 1440 x 900 display - this is the backing scale factor (2.0) at work. This approach provides the best image quality as there’s integer mapping from pixels on the panel to pixels on the desktop. No interpolation or filtering is necessary.


The default "Best for Retina Display" setting, 2880 x 1800 but everything is scaled by 2.0 (4x resolution)

Third party applications without specific Retina Display support also operate in this same “looks like 1440 x 900” mode. If you fire up Chrome, Photoshop or Word you’ll see that everything looks identical to how it would look on a standard resolution 15-inch MacBook Pro. Again, the screen is drawn at 2880 x 1800 but everything is scaled up to be the same size it would be at 1440 x 900.

If third party applications use Apple’s standard methods of drawing text and windows, all of these windows will look super sharp. If they don’t however, whatever routines they use to display windows and text will need to be Retina aware otherwise they run the risk of not scaling text properly. The famous example at this point is Google’s Chrome which has its own offscreen text rendering buffer, even though it uses Apple’s text rendering APIs:


Google Chrome (left) vs. Safari (right) on the rMBP

Chrome Canary fixes the text rendering issue but it has a similar problem displaying images, they simply look better in Safari:


Google Chrome Canary (left) vs. Safari (right) on the rMBP

Even though Adobe had a Retina-aware version of Photoshop running at Apple’s WWDC keynote, the publicly available version of CS6 doesn’t feature the same support. Here even open dialog boxes look bad:

Many of you asked about Office 2011. These apps just work like they would at at 1440 x 900, just with blurrier text unfortunately:

MS Excel 2011
MS Word 2011

It’s not just third party applications that need updating however, even Apple’s own iWork suite has yet to be updated to take advantage of the Retina Display. As a result text in Pages is incredibly blurry. It has been roughly three years since Apple last updated the iWork suite, so the applications are definitely due for an overhaul. I am a bit surprised Apple didn’t update them at the launch of the rMBP to be honest. It’s quite possible that a major iWork update is imminent and Apple didn’t see the need to update 3 year old software in lieu of that.

Cocoa applications can be forced to open in magnified low resolution or high resolution modes by looking at the app's info window (cmd + i on a selected app in Finder):

Eventually most apps will by default open in high resolution, such as those that have been optimized for Retina Display operation (e.g. iMovie above). Those applications that are not yet Retina aware may default to opening in low resolution mode (e.g. Adium, Pages), in which case they'll look and behave like they would at 1440 x 900 but with all UI elements upscaled to fit the 2880 x 1800 panel. Non-Cocoa applications will have the resolution scaling option greyed out (e.g. MS Office apps).

Where things get really exciting is when you have an application that not only handles scaling properly, but also takes advantage of the added resolution. Take Aperture 3.3 for example. With OS X set to its “best for Retina display” mode, this is what Aperture looks like with a 2880 x 1800 image open and displayed at full size:

Here Apple is scaling the UI elements like the menus and widgets on the screen (backing scale factor = 2.0), but displaying the open image unscaled (backing scale factor = 1.0). As a result we can fit almost an entire 2880 x 1800 image on the screen without zooming out. Remember the backing scale factor isn’t global, individual elements on the screen can be scaled independently depending on their purpose.

The same thing happens when you look at applications like iMovie or Final Cut HD. The UI elements are scaled up but the video window is displayed unscaled, thus allowing us to display a full 1080p video alongside text and tools that are still legible.

It’s all handled amazingly well. It just works.

Oh but there’s more.

If you select the 1680 x 1050 or 1920 x 1200 scaling modes, Apple actually renders the desktop at 2x the selected resolution (3360 x 2100 or 3840 x 2400, respectively), scales up the text and UI elements accordingly so they aren’t super tiny (backing scale factor = 2.0), and downscales the final image to fit on the 2880 x 1800 panel. The end result is you get a 3360 x 2100 desktop, with text and UI elements the size they would be on a 1680 x 1050 desktop, all without sacrificing much sharpness/crispness thanks to the massive supersampling. The resulting image isn’t as perfect as it would be at the default setting because you have to perform a floating point filter down to 2880 x 1800, but it’s still incredibly good.

The same rules as above apply to Retina-aware applications. Take the Aperture example again, this time at “1680 x 1050”:

Note that we can fit the entire 2880 x 1800 image at 100% almost without having to scroll. This is possible because our screen is actually rendered at 3360 x 2100, with the text and UI elements scaled up so they aren’t super tiny, yet the image is left unscaled.

Here’s the same Aperture setup but at “1920 x 1200”:

The 2880 x 1800 image looks downright small since our desktop is rendered at 3840 x 2400. Despite the fact that we’re able to fit everything into a single screen, the text and other UI elements are totally usable at this setting. You get the benefits of additional application real estate without any of the downsides.

What happens if you decide to take Aperture full screen? The image is displayed almost completely at 2880 x 1800. You do lose a little vertical real estate but not much at all.

The 3D gaming experience is even simpler. Here you just choose the appropriate resolution and you get the same scaling you normally would in the game. I’ve already demonstrated support for 2880 x 1800 in titles like Diablo 3, although there is still a need for developer support as we see with the console window in Portal 2:

The flexibility offered by Apple’s handling of the Retina Display in OS X is unparalleled. What applications like Aperture, iPhoto, iMovie and Final Cut HD offer, is unbridled resolution independence. What Apple has done here is so much more difficult than what it pulled off in iOS with the Retina Display. It will take time for third party application developers to get on board, but with the power of the Mac app store and Apple’s growing install base of Mac users I suspect we will see incredibly quick adoption of support for the MacBook Pro’s Retina Display.

The Retina Display in Numbers Achieving Retina
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  • wfolta - Sunday, June 24, 2012 - link

    I insisted on a 17" laptop since the 17" MBP came out, and used them right up until I got the 15" rMBP last week. I'll never turn back. I've got it turned up to "1920x1200 equivalent" right now, and so I get as much screen real estate in a machine that's way, way, WAY smaller and lighter. And the display is so good, I'm impressed every single time I use it.

    At first, that seemed too small. I started with the 1440x900, and the next day tried the next denser step and it was okay, and the next day went 1920x1200 and it's something you get used to fairly easily. Obviously, you couldn't use 1920x1200 on a 6" screen if you had the pixel density to pull it off, but I really don't see the need for a 17" screen anymore.

    (And I use a 30" screen at work, which this laptop could easily drive if that's what I want. Heck, I've read about people driving the internal screen, an HDMI screen, and two Thunderbolt screens with a video running on each simultaneously. You don't need a huge built-in screen.)
  • yvesluther - Sunday, June 24, 2012 - link

    I am wondering how I should connect my two Thunderbolt displays to my new Retina MacBook Pro?

    a) Should I chain both displays and use one Thunderbolt port

    or

    b) Should I hook each display to its own port?

    Thanks for any advice.
  • wfolta - Sunday, June 24, 2012 - link

    I'm pretty sure you will have to put each display on its own port. You'll be able to daisy chain other devices (disk drives, etc), but I think it's one display each for this laptop at least.
  • Constructor - Thursday, June 28, 2012 - link

    The "classic" MBPs support both displays on the same TB port, so I would expect that to work here as well. It's mostly just a question of convenient cabling, since the displays have TB daisy-chaining outputs anyway.
  • SJdead - Sunday, June 24, 2012 - link

    One issue though is how can the "retina display" [(FYI, 226 PPI is not comparable to the human eye which at 20/20 vision is 426 PPI) that's why I don't like Apple because they treat people like their dumb.] is that there is so much focus on the PPI.

    Ya, it's innovative (in a sense) as Apple knows how to market to the masses. But what about LED - IPS? That's a downgrade from older IPS displays. What about color contrast? Blacks/whites? What about billions of colors instead of millions? What about color accuracy and Adobe sRBG/RGB? What about glossy screens that cause over-saturated colors? Response time in MS?

    All the above mentioned are glaring oversights to the, "Best display I've ever seen..." comment. If that is the case, you should check out a variety of other displays.

    My point is that display resolution isn't everything, there are a lot of other factors that go into a good display. There are far better displays from 5+ years ago that will outperform and look more gorgeous that Apple's current 2012 model. All you have to do is go to Apple's website to see that good specifications are highlighted while poor specifications are not even mentioned.
  • wfolta - Sunday, June 24, 2012 - link

    You do realize that you can't make any statements at all about "retina" qualities based solely on PPI, right? "Retina display" is based on an angular measurement, so you need PPI at a specified viewing distance. And the rMBP meets that at its typical viewing distance.

    (On an anecdotal note, I work with video as a profession, so am very sensitive to pixels, etc, and this screen is gorgeous, density-wise.)

    You mention all of those "far better" displays from 5+ years ago... Were they in laptops, or were they expensive desktop options? What manufacturer has continued to make them since then? In fact, most everyone except Apple has headed towards the consumerized, 16:9 1920x1080 (1080p) screen size, which is 15% shorter than Apple's displays. Contrary to popular opinion, Apple has been holding out for the more useful, professional aspect ratio and resolution, while its competitors have chased the checkbox of "Play Bluray DVDs at HD resolution".

    In terms of your actual comments, the rMBP's display is in the top two or three laptop screens for contrast and blacks, basically falling a bit short (top 6-8) in white because Apple just couldn't pump up the brightness without compromising battery life too much. Color accuracy has dropped a bit from older MBP's. Still, the combination of perceivable features is the best most of us have ever seen outside of a calibrated desktop setup.
  • wfolta - Sunday, June 24, 2012 - link

    One thing to think about is that Apple's auto-switching between dedicated GPU and Intel graphics is a bit of a mystery. Some programs trigger the dedicated GPU and it's not clear why.

    For example, Eaglefiler (a terrific program) seems to trigger it, even though it's not a graphics heavyweight and even when it's hidden. With a program that you leave running all the time like that, it will drag down your battery life. The author is looking into this, but it's not clear what Apple API is the cause.

    In light of that, I'd highly recommend the gfxCardStatus, which monitors what programs trigger discrete graphics and which don't. It'll at least give you a clue that a program you wouldn't otherwise suspect may be shortening your battery life.
  • designerfx - Sunday, June 24, 2012 - link

    okay, so we're looking at a screenshot. 15 FPS in the most uncluttered situations with D3. Can you even imagine the FPS in a normal situation during the game, even on normal difficulty?

    Hint: we're looking at FPS in the 1-3 range, maybe 4 if you're lucky.

    Apple can deliver great displays but if we don't have performance to match then the only main use is photoshop.
  • Fx1 - Monday, June 25, 2012 - link

    If you have any brains you will bootcamp windows and game in there with usually 40% increase in FPS. No one games in OSX. Even OSX fanboys have better sense.
  • wfolta - Monday, June 25, 2012 - link

    I've said repeatedly in this thread that I get 20+ FPS in Normal Act III, with two or three dozen mobs onscreen. I've read at least one other report of 20+ FPS (perhaps this article mentions that in the text). And this is with settings mostly at max. Cut the res down to 1440x900 and drop a few settings to Medium and I think you could double the frame rate.

    So your speculation is wrong.

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