| I hope that if we switch away from FreeType, we'll still have a way to use TTF hinting instructions fully. Windows/macOS don't seem to have a way to enable proper hinting anymore [0], and even FreeType (since 2.7 [1]) defaults to improper hinting (they call it "subpixel hinting", which doesn't make sense to me in theory, and practically still seems blurry, as if it's unhinted). In case anyone's wondering what properly hinted text looks like, here's a screenshot [2]. This currently relies on setting the environment variable `FREETYPE_PROPERTIES=truetype:interpreter-version=35`, possibly some other configuration through fontconfig, and using a font with good hinting instructions (eg, DejaVu Sans and DejaVu Sans Mono in the screenshot). My suspicion is that Windows moved away from font hinting after XP because it's very hard to create fonts with good sets of hinting instructions (aiui, OTF effectively only allows something like "autohinting"), so in the modern world of designer fonts it's easier to just have everyone look at blurry text. Some other minor reasons would be that UI scaling in Windows sometimes (or always?) introduces blurring anyway, and viewing raster images on screens of varying resolutions also introduces scaling blur. [0] Windows still has a way to enable it, but it disables antialiasing at the same time. This is using an option called "Smooth edges of screen fonts" in "Performance Options"). This basically makes it look like XP, which imo is an improvement, but not as good as FreeType which can do hinting and antialiasing at the same time. [1] https://freetype.org/freetype2/docs/hinting/subpixel-hinting... [2] https://gist.githubusercontent.com/Maxdamantus/3a58d8e764b29... |
I'm not an expert, but - I'm sorry, it's not.
The point of hinting is to change the shape of the glyphs so the rasterized result looks "better". What "better" is, of course, purely subjective, but most people would agree that it's better when perceived thicknesses of strokes and gaps are uniform, and the text is less blurry, so the eye can discern the shapes faster. I don't think that your rendering scores high points in that regard.
I'll take a phrase from your rendering: "it usually pays" [0]. I don't like it, I'm sorry. The hinter can't make up its mind if the stroke width should be two pixels wide, or three pixels with faint pixels on the sides and an intense one in the center - therefore, the perceived thicknesses vary, which increases eye strain; "l"s are noticeably different; "ys" at the end clumped together into one blurry thing; and there's a completely unnecessary line of faint pixels on the bottom of the characters, which hinting should have prevented.
The second line is how it looks on Windows on 150% scale. Verdana is a different font, so it's an unfair comparison (Verdana was designed specifically to look good on low resolutions), and the rainbows can be off-putting, but I still think the hinter tucks the shapes into pixels better.
Maybe I don't understand something, or maybe there's a mistake.
[0] https://postimg.cc/cKCQR60F