|
|
|
|
|
by hedora
70 days ago
|
|
I wonder how much adding a profiler to development flows would help modern apps. JS is gross, but 16ms (time you get to render a frame at 60 fps) is an eternity on modern systems. It’s tens of millions of
single-threaded CPU cycles. Also, you probably can use GPU acceleration for client code. That’s enough time for a 2026 integrated CPU to do tens to hundreds of billions of tensor ops. And yet, the iOS keyboard (presumably multithreaded and native) cannot reliably echo keystrokes in under a second. I regularly see webpages take multiple seconds to redraw a screen. |
|
It ran at around 30 fps with a 320x200 screen. That's 64,000 pixels per frame, 1,920,000 pixels per second being rendered.
On a 66 Mhz CPU, that means less than 35 clock cycles per pixel, on a CPU architecture where a multiply or add instruction would take multiple clock cycles to complete.
I know DOOM was not a true 3D engine and it took a lot of shortcuts to look the way it did, but that makes it more amazing, not less. The amount of thought to go into it is just mind-boggling to me.