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by maccard
405 days ago
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The author mentions rewriting core applications in C# on windows but I don’t think this is the problem. Write a simple hello world app in c#, compile it and see how long it takes to run vs a rust app or a python script - it’s almost native. Unity is locked to a horrifically ancient version of mono and still manages to do a lot of work in a small period of time. (If we start talking JavaScript or python on the other hand…) I agree with him though. I recently had a machine that I upgraded from Win10 to Win11 and it was like someone kneecapped it. I don’t know if it’s modern app frameworks, or the OS, but something has gone horribly wrong on macOS and windows (iOS doesn’t suffer from this as much for whatever reason IME) My gut instinct is an adjustment to everything being asynchronous, combined with development on 0 latency networks in isolated environments means that when you compound “wait for windows defender to scan, wait for the local telemetry service to respond, incrementally async load 500 icon or text files and have them run through all the same slowness” with frameworks that introduce latency, context switching, and are thin wrappers that spend most of our time FFI’ing things to native languages, and then deploy them in non perfect conditions you get the mess we’re in now. |
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Unity is the great battery killer!
The last example I remember is that I could play the first xcom remake (which had a native mac version) on battery for 3-4 hours, while I was lucky to get 2 hours for $random_unity_based_indie with less graphics.