[Bf-committers] Automatic DPI detection issues

Brecht Van Lommel brechtvanlommel at pandora.be
Thu Jul 13 20:37:31 CEST 2017

Here's a simple workaround, maybe I can find something smarter still but
should be pretty safe:

@Diego, on that 4K monitor Blender should now have the correct size by
default, like other applications. Further if you had two monitors with
different DPI (like laptop + external monitor), that case was actually
quite broken since you would have to edit the user preferences each time
you connect the external monitor, and using both at the same time wouldn't
work well at all. In any case the UI Scale option still lets you tweak
things as before.

On Thu, Jul 13, 2017 at 7:16 PM, Diego Borghetti <bdiego at gmail.com> wrote:

> Hello there,
> 1- I also have the same problem that Sergey report in some of the
> servers/machine here, but because we are still using an old version of
> blender (most of the time), I didn't really dig into it.
> 2- I run blender (old version, before the commit) on a different range
> of machines, Linux, Mac and Windows. So far the only "wrong case" I
> found was running in a Windows 10 with a 4K monitor. Which was pretty
> easy to fix,
> go to preference, change the DPI and done!
> So, my question will be, Why did the DPI setting was remove if it was
> not broken and in most of the cases, was the easy solution for high
> res monitors ? :P
> The main point of having the DPI setting there was to give control to
> the user, exactly because the number of OS + monitor combinations.
> Don't get me wrong, I think the auto-detect is fantastic, but you
> still need to let the user tweak that because at the end of the day,
> it's more of a user preference that anything else.
> (Just to give you an example, I use dpi 72 in my Linux machine)
> Anyway, just my two cents!
> Cheers,
> Diego
> On Thu, Jul 13, 2017 at 5:13 PM, Brecht Van Lommel
> <brechtvanlommel at pandora.be> wrote:
> > You're the first to report this blurry fonts bug after the change has
> been
> > there for 4 months and has been tested by many people. It works fine here
> > on a 2K and 4K monitor on Linux, with various window managers. Obviously
> > I'll fix the bug, and if there is a deeper design issue we can discuss
> that
> > as well, but I think we're mixing up the two.
> >
> > Secondly, whether it's a good thing or not, Windows and Linux do use the
> > "DPI" to scale UIs up and down. The "DPI" does not just represent the
> > dots-per-inch of the monitor, it includes a user specified scaling factor
> > as well. There is no distinction between the two, and even if there was,
> > Freetype hinting is not significantly affected by it.
> >
> > On Windows and Linux the convention is that DPI 96 is a "normal" size,
> > while on macOS is the convention is DPI 72. Blender was coded for 72, so
> we
> > convert to that.
> >
> >
> > On Thu, Jul 13, 2017 at 5:52 PM, Sergey Sharybin <sergey.vfx at gmail.com>
> > wrote:
> >
> >> Hi,
> >>
> >> Well, sure there is SOME control. But i'm still not sure how would one
> get
> >> a proper value to make his font look properly without doing `<good_dpi>
> /
> >> C.user_preferences.system.dpi` oneliner in python console (which is
> >> obviously something i would not advertise as an official way of getting
> >> Blender's interface looking good).
> >>
> >> Further, both xdpyinfo and X log tells me i'm on 96 DPI now (i forced
> it in
> >> xorg.conf to get reasonable Blender interface). However,
> >> the C.user_preferences.system.dpi reports DPIU of 72. Is it called
> >> reliable? Or are you internally "normalizing" it to Blender's default 72
> >> (without mentioning this in the comment of dpi property) ?
> >>
> >> And even further, you never use DPI for scaling fonts up. You modify
> font
> >> size for that, keeping DPI on the exact value of your monitor. Otherwise
> >> you're running the whole idea of subpixel rendering. So i've got no idea
> >> how you can use same slider to both scale interface up and down and
> >> compensate for a badly detected DPI.

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