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My current display does include a lot more data.

It's also driven by a graphics card with more RAM than I had HDD space back in the day with a dedicated CPU that's also a whole lot faster than 133MHz.

Every piece of hardware is better but software has bloated up to remove those speed gains, except when it comes to things like AAA games where they're still pushing the envelope. That's the only place you can actually tell you've got hot new hardware, because they're the only ones caring enough about performance.



The increase in video RAM requires more of the CPU and GPU. Downloading and displaying a JPEG at today's resolution requires more of everything, not just video RAM.

Anyway, If you come to over to the server side you can see other code that performs very differently than it could have back in 1983. Sometimes unimaginably different — how would a service like tineye.com have been implemented a few decades ago?


The point I'm making is that my desktop PC sitting in my office now does have more of everything compared to my 133MHz PC from 1995. Not everything has scaled up at the same pace, sure, but literally every piece of hardware is better now.

People talk about difference in resolution and color depth? 640x480x16 isn't that much less than 1920x1080x32. My current resolution has 13 times more data than my 1995 one, and my HW can handle refreshing it 120 times per second and fill it with millions of beautiful anti-aliased polygons all interacting with each other with simulated physics and dozens of shaders applied calculating AI behaviour, path finding, thousands of RNG roll, streaming data to and from disk and syncing everything over the network which is still limited by the speed of light. As long as I play Path of Exile that is.

Opening desktop software is perceptually the same as in the 90s. From launching to usable state is about the same amount of time, and it's not doing so much more that it can explain why current software takes so long.

If I can play Path of Exile at 120fps it's obviously not an issue of HW scaling or not being able to achieve performance.


Is it OS and SDK bloat? Where do you think most of the cruft is coming from?

Let's say I had a given LOB application written in vb6, c#.net winforms, heck, maybe even WPF. All single-threaded.

If I re-wrote the same application (features, UI, still single-threaded) in native Win32, would that improve the latency?


Who knows? My hunch is there's two main factors influencing this. The first is that constraints breed creativity. If you know you only have 133MHz on a single CPU you squeeze as as possible much out of every cycle, on modern CPUs what's a few thousand cycles between friends?

The second is SDK/framework/etc. bloat, which is probably influenced by the first. With excess cycles you don't care if your tools start to bloat.

I think it's primarily an issue of attitude. If you want to write fast software you'll do it, regardless of the circumstances. It all starts with wanting it.


Think harder.

I worked on a framework in the nineties and did such things as render letters to pixels. Here are some of the optimisations we did then, compared to now:

We used much lower output resolution.

We used integer math instead of floating point, reducing legibility. How paragraphs were wrapped depended on whether we rendered it on this monitor or that, or printed it.

We used prescaled fonts instead of freely scalable fonts for the most important sizes, and font formats that were designed for quick scaling rather than high-quality results. When users bought a new, better monitor they could get worse text appearance, because no longer was there a hand-optimised prescaled font for their most-used font size.

We used fonts with small repertoires. No emoji, often not even € or —, and many users had to make up their minds whether they wanted the ability to type ö or ø long before they started writing.

Those optimisations (and the others ­— that list is far from complete) cost a lot of time for the people who spent time writing code or manually scaling fonts, and led to worse results for the users.

I think you're the kind of person who wouldn't dream of actually using anything other than antialiased text with freely scalable fonts and subpixel interletter space. You just complain that today's frameworks don't provide the old fast code ­that you wouldn't use and think develpers are somehow to blame for not wanting to write that code.




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