With a hair simulation running, applying force every time you interuact. They have to justify the GPU and the best ROI is to maximize first impressions. Yes, it will make the launcher RAM-hungry and super unresponsive when multitasking but usability is secondary.
i bet they could find some way to premake the hair animations on icons like this. like they really only need to move in 2 directions. you could make that look pretty good with like 200 canned animations. different speeds and start/stop styles is all you should really need. at that point it’s not too different from creating a walk loop for a video game. you’d just be calling up various premade animations with a system to string them together believably. it’s totally doable. certainly no worse than other “live wallpapers” that were a popular included feature about a decade ago.
Of course. You need about 1 hair per 2x2 pixels on a 1080p screen and 4x4 on a 4K screen. That totals about 10,000 hairs per icon in the simulation, which can be precomputed into animations. Third-party icons will be 2D (or 2.5D if the FG/BG layer of the icon is handled separately, doubling the animation data). Now it’s “just” a matter of drawing 10,000-20,000 lines with precomputed shading and textures from the icon’s 100x100 bitmap render.
Also, the GPU is only used by apps while they’re in the foreground, so the launcher might be able to use all of its power. And it could cache animations for existing icons (who cares if the system uses 32 GB of storage? Buy the higher option, peasant!)
With a hair simulation running, applying force every time you interuact. They have to justify the GPU and the best ROI is to maximize first impressions. Yes, it will make the launcher RAM-hungry and super unresponsive when multitasking but usability is secondary.
But it’ll be plushy!
i bet they could find some way to premake the hair animations on icons like this. like they really only need to move in 2 directions. you could make that look pretty good with like 200 canned animations. different speeds and start/stop styles is all you should really need. at that point it’s not too different from creating a walk loop for a video game. you’d just be calling up various premade animations with a system to string them together believably. it’s totally doable. certainly no worse than other “live wallpapers” that were a popular included feature about a decade ago.
Of course. You need about 1 hair per 2x2 pixels on a 1080p screen and 4x4 on a 4K screen. That totals about 10,000 hairs per icon in the simulation, which can be precomputed into animations. Third-party icons will be 2D (or 2.5D if the FG/BG layer of the icon is handled separately, doubling the animation data). Now it’s “just” a matter of drawing 10,000-20,000 lines with precomputed shading and textures from the icon’s 100x100 bitmap render.
Also, the GPU is only used by apps while they’re in the foreground, so the launcher might be able to use all of its power. And it could cache animations for existing icons (who cares if the system uses 32 GB of storage? Buy the higher option, peasant!)
But I want it to leave an indent where my finger presses, in the direction I drag it. And you have to gently rub it to get the indent to go away.
If your next phone doesn’t have a 5090 running constant hair simulation and ray tracing do you even dare show it off in public?
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