Because it uses the XCursor format, which is a quite old standard. Getting apps to switch to a newer standard that has vector graphics is already hard enough. Getting them to do so without burning your GPU is basically impossible.
You have to re-render vector graphics when you zoom in. Otherwise they have the same pixels stored in memory as when they were first opened.
You are always viewing a bitmap image because you have a bitmap display and it makes sense they don’t load a full size cursor into memory to get rendered.
I’d be curious as to if they’ve rendered a full size image to sit in memory, or re-render the vector image directly as it grows.
Given the way games work re-rendering would be trivial for any computer running KDE so I’d take that bet.
Kde’s mouse growing big is actually useful though.
Ever lose your mouse? Just a wiggle- which is an action I take anyway to find it- and it gets easier to find, for a moment.
Lets me make the mouse tiny.
Yes, and the low-resolution pointer when you do this excessively is just unacceptable. I’m glad they’re finally addressing this pressing concern.
The just added a high res image or whatever rather than scaling it up. Someone probably fixed it in their spare time.
What? Why isn’t it just a vector graphic?
Because it uses the XCursor format, which is a quite old standard. Getting apps to switch to a newer standard that has vector graphics is already hard enough. Getting them to do so without burning your GPU is basically impossible.
You have to re-render vector graphics when you zoom in. Otherwise they have the same pixels stored in memory as when they were first opened.
You are always viewing a bitmap image because you have a bitmap display and it makes sense they don’t load a full size cursor into memory to get rendered.
I’d be curious as to if they’ve rendered a full size image to sit in memory, or re-render the vector image directly as it grows.
Given the way games work re-rendering would be trivial for any computer running KDE so I’d take that bet.
I would assume they replaced it with an SVG that is rasterized on demand instead of a very high resolution rasterized image.
In terms of coding effort, just replacing a PNG is the easiest, but it’s also the least correct solution, imo.