MAC vs WINDOWS and Microsoft Team’s Response POV Firsthand Story
And for all you Mac users that say this is a Windows thing, it is not. Supporting many resolutions/framerates/technologies like HDR is a cornerstone of Windows and why gaming, VR and now AR only runs perfectly now on Windows OSs- not a Mac. Games/VR/AR need so many resolution/framerate/HDR/holographic options and Microsoft gives us developers the power to get under the hood and empower all!
I had a NDA with with Microsoft at my previous company where I was CEO of V-MODA (division of ROLAND), we worked with them on headphones, Midi 2.0, XBOX, store sales and more. HiDPI was more of an issue circa 2015/2016 and by 2018 the Windows best practices had been implemented by almost all major flagship 3rd party software and games, but that was ~2-5 years ago!
I was at Microsoft HQ the days of October 6, 2015 when the Surface Book was launched; I noticed they put a unique 3:2 HiDPI display with an unknown 3240 x 2160 3:2 resolution on their flagship SurfaceBook vs 4K 3840x2160 16:9. I asked their team why 3:2 and was worried the DPI/resolution issues would hurt music software like Serato that we were working with in partnership with Roland’s DJ-808 and other controllers.
They assured me they were working to give the developers the docs and tools to make HiDPI a reality in every resolution and DPI, 21:9 widescreen and also 3:2 should also be supported in the OS+APPS as it is a great ergonomic aspect ratio for holding devices in your arms for devices of the future (and like the new Surface DUO coming out)!
In short, this is NOT a Windows vs Mac issue.
As I tell my engineering teams in similar situations and I think this applies to Windows HiDPI:
“DO OR DO NOT, THERE IS NO TRY.” -YODA
https://www.youtube.com/watch?v=BQ4yd2W50No