New Renderers for GTK
GTK’s new GPU-backed renderers spark both excitement and skepticism, with many welcoming long-awaited features like proper fractional scaling, better color handling, and the potential for off-main-thread rendering, while others worry about performance regressions on older hardware. Commenters contrast GTK’s architectural evolution with alternatives such as Qt, game engines, and web-based approaches like Broadway, debating trade-offs around correctness, speed, accessibility, and text rendering. The thread also broadens into questions of ecosystem governance and funding, arguing that the gap between cutting-edge graphics techniques and open-source desktop toolkits is as much about resources and priorities as it is about technical difficulty.
Broadway and “GTK in the browser”
- Multiple comments recall Broadway, GTK’s web backend that renders apps into an HTML5 canvas.
- It’s praised as “artisanal” and still used in tools like Cambalache and in Docker-based “GUI-in-browser” setups.
- Others stress it is not a real HTML UI: it streams pixels like VNC, with poor scrolling, text input, link handling, and accessibility.
- Compared and contrasted with true web UIs (e.g., qBittorrent’s) and newer Wayland-in-browser experiments.
Declarative / semantic UIs and TUIs
- Some wish for a fully semantic, high-level UI description (“list-detail view”, “CRUD editor”) that auto-maps to native widgets and can also generate terminal UIs.
- Existing systems like XAML, SwiftUI, QML are seen as too tied to presentation (rectangles, margins) rather than pure structure.
New GTK renderers & fractional scaling
- Excitement around pixel-perfect fractional scaling and unified Vulkan/GL renderers, seen as long-needed parity with Qt and other platforms.
- Conflicting narratives:
- Critics say GTK/ GNOME leadership long blocked fractional scaling and features like file-chooser thumbnails while calling them “impossible”.
- Others counter that these needed deep backend refactors, deprecations, and care for downstreams; “impossible” really meant “not feasible with old architecture”.
- Technically, rendering is now done at the final scaled resolution instead of rendering at 2× then compositor-downscaling.
Performance tradeoffs
- Some users on older hardware worry about regressions and want features they can disable.
- Observations that the Vulkan renderer currently only matches, not exceeds, old GL performance; suspicion the bottleneck is higher in the stack.
- Defenders highlight benefits beyond raw speed: color correctness (incl. HDR), GPU path/glyph rendering, off-main-thread rendering, and future optimization potential.
Game engines vs GUI toolkits & funding
- A claim appears that game graphics devs are “generations ahead” but can’t afford to work on FOSS; others call this unrealistic or akin to extortion.
- Strong pushback: GUI renderers must handle text shaping, accessibility, printing, PDF/SVG, OS integration—requirements game engines generally ignore.
- Broader reflection that substantial FOSS work is already paid (e.g., by vendors) and that open source often depends on privilege, public funding, or coordinated sponsorship.
X11, Wayland, and desktop polish
- Some blame X11’s client/server legacy for Linux desktop lagging; others argue X was successful and Wayland has taken many years and still has gaps.
- First-hand reports that modern Wayland feels smoother, more responsive, and more secure (no tearing, better compositing, safer lock screens).
- Comparisons of GNOME, KDE, and other DEs in terms of “polish” vs configurability, and debates over Windows/macOS DPI handling.
UI design complaints
- Dislike for putting widgets in the titlebar: inconsistent drag areas, less room for titles, perceived as a GNOME/GTK trend (though some credit Chrome).
GPU responsibilities
- Brief question why GPUs don’t “just handle” scaling/anti-aliasing; answer is that GPUs are low-level, so toolkits must manage policy and rendering details.