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The legacy stuff still renders with the old SDK which is bitmap based which is why some stuff looks all blurry in hiDPI monitors. Windows 10 is also mostly vector based for most of its more modern UIs. Obviously if an app doesn't use Cocoa (such as Photoshop or Pigments) then the implementation of that is responsibility of the developer. I say mostly because icons are still bitmap based but with such big bitmaps it always look great (eg: the icons on your dock). Even though when pressing alt you see a list of resolutions macOS is just rendering the UI bigger or smaller since Cocoa (the UI SDK) is mostly using vector graphics which are resolution independent (unlike bitmap based UIs). When changing the scaling option in macOS the resolution of the display doesn't change. Nah switchresx changes the resolution of the screen which is exactly what you don't want.
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On the other hand, on the mac where HiDPI works s automatically on with Apple branded products, but a PITA to enable if you are using a third party monitor and GPU. And maybe for good reason if it causes funky things to start happening with graphics sometimes. Windows users can easily go into their control panel and change the scaling without any fuss, though most don't do that. Ironically, its much more difficult for a mac user to enable HiDPI if they aren't using a MBP or iMac (or apple branded monitor over Thunderbolt). anyone with a MacBookPro or iMac is fundamentally using it. So if you have problems with HiDPI on windows, hard to say if its the dev's fault or Windows' fault.or both.but certainly, I would guess 99% or windows users are not using HiDPI, so there is that too, and meanwhile, its more common on the mac platform to be using HiDPi. Windows is getting better in this area, but Apple's implementation is really good. I have heard and tend to agree, that Apple has just generally done a deeper and better job of implementing the internals of HiDPI into the OS. Yea, something to be said for Retina being Apple's "standard".
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