I repeat—anyone who has tried to make translucent UI is familiar with the story being played out right now. The core issue is that translucent UI is fundamentally flawed. You cannot make it too translucent without sacrifice. But every sacrifice you make makes it less cool. That’s why they started where they did. That’s why they are where they are now. It’s embarrassing to re-tread known issues like this. This could have been an exercise internally that no one ever saw.
https://pdx.social/@louie/114793581017754299
Louie Mantia, Jr. (@louie@pdx.social)

For anyone who’s ever tried to make translucent UI, it’s obvious that to make this “work,” you have only a few options. You can make the controls more opaque, but then you lose the desired impact of the glass being clear. You can blur the content, but that’s at the expense of the content being clear. You can dim the content, but it compromises on both the content and the glass effect. This is consistently the problem with translucent UI. And everyone knows that. https://pdx.social/@louie/114760076589198466

pdx.social
@louie @frankrausch All true. But then there wouldn’t have been a fancy presentation moving ridiculous physical glass blocks around on paper, marveling at the refractions. It feels like the reveal was very much driven by marketing, intentionally emphasizing the glass effect for the story and controversy, while they already knew it would never ship like that. Everyone’s talking about Liquid Glass now, as if it’s a new paradigm, while the reality in beta 3 seems to be more incremental.