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by NickM 813 days ago
Couldn't help noticing the app size is ~150MB - not sure if this is something you can avoid, or if maybe all AVP apps automatically include a lot of extra cruft, but it feels like surely an app this simple shouldn't have to be that big?
3 comments

> maybe all AVP apps automatically include a lot of extra cruft

I'm making a simple physics playground app for the vision pro and it clocks in at 7.8 MB total in the app store.

Granted, my app doesn't have any assets in it unlike this one. So maybe vision pro assets are heavy for some reason.

Just as interesting, what were the requirements for the original screensaver? Certainly it ran on Windows 3.0. How many floppy disks did it come on? How much RAM did it use? It almost certainly has to be less than 1MB, probably much less. Looks like it ran on 10 MHz 80286's:

https://lowendmac.com/2007/how-after-dark-came-to-windows/

Thinking about it a little more, I suppose for something like the flying toasters, the toasters were probably like 50x50 px sprites. 8 bit color per pixel. Maybe 10 frames of animation. So 25 kB, and add 5 kB for the toast sprites. And then 2 kB for the code, gives 32 kB for just the flying toasters. So ~40 different screen savers could fit on a floppy.
After Dark 1.0 for Windows comes on a single floppy and is 716k in total, compressed, before installation. After installation, the 34 different screen saver modules take up roughly 650k in total, for an average of about 19k per module.

TOASTERS.AD is one of the more advanced ones and is roughly 27k, so your guess is pretty close!

Could be really bloated assets. Or really bloated tracking sdks. I see this a lot with spammy iOS apps, size is either a handful of megabytes or hundreds.