The implementation I did was more than one pixel shifts - in fact, it shifts somewhere between 5 and 10% of the stone radius.
IIUC, the reason Jokes_Aside mentioned sub-pixels shifts is precisely for small screens: on small screens the amount of offset you could achieve is likely to be less than the size of a pixel.
However, I don’t think realism and “little notebook computer” go together, at least for old eyes like mine
Sabaki has been given as the reference for “nice realism”, and it doesn’t (as far as I can see?) present a perspective view. Kosh referred to rules for physical gobans. I think he’s since edited out that tongue in cheek comment.
Those interested in the actual challenges of specifically fuzzy placement can follow along in the PR: https://github.com/online-go/online-go.com/pull/474
Other realism factors probably deserve their own thread.
It’s worth noting that Jokes_Aside’s comments can probably be summarised as “he (and others?) went to a lot of trouble to make it look gorgeous already, and messing with that isn’t going to be easy for all sorts of complicated reasons”.
I decided to mess around with it anyhow for a learning exercise as much as anything
Meanwhile this exchange has made me suddenly wonder whether the blurriness of my current attempt is due to not rounding the offsets!
(Rushes off to see if that’s the case)