I have often wondered why Quartz and other renderers don't support subpixel rendering at a lower level. All you have to do is oversample everything by 3x horizontally (actually, even 2x works pretty well) and then pass it through a relatively simple scaling filter after final compositing. It doesn't make much diference for natural images, but anything vector with hard edges looks noticeably better with subpixel redering, and horizontal animation looks smoother regardless of the type of image. And if it were done at a low level like that, there would be no notion of switching smoothing modes during an animation.<p>I suppose a major problem is that this would require all programs to support the notion of non-square pixels, and it's late in the game to expect that. And once we have retina displays everywhere, the whole point will be moot.