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by andriy_koval 7 days ago
Maybe that gigabyte is occupied by useful information: traces/memory?
3 comments

Traces and memory are text. A gigabyte of text is an insane amount. That is an equivalent of tens of millions of lines of code, or hundreds of millions of AI tokens.
A gigabyte is a lot of memory. Even the largest context windows are a small fraction of that with any sane engineering discipline.
For each LLM interaction they likely have bunch of thoughts traces, tool calls, etc, which don't go to context, but still can be retrieved.

But I obviously don't know for sure.

Nope. Used to render on the terminal like a game engine.

https://x.com/trq212/status/2014051501786931427

This kind of immediate-mode rendering is quite standard for TUIs. Although immediate-mode rendering tends to be significantly simpler and use less memory than retained-mode rendering, at the cost of some redundant computation. So I am not sure if this is the reason for the bloat.

It’s possible that it doesn’t play well with JS garbage collection, since it recreates the whole UI structure for every frame (which tends to not to be an issue in the languages immediate-mode is usually employed).

But yes it’s a bit more akin to game renderings than web rendering. Which can be totally fine if done well.

I haven't tried to make a TUI admittedly, but double buffering is the oldest technique on the planet. A TUI doesn't even need to pay the cost of a lot of pixels since its effective resolution is much lower
Long long time ago, I used to do some graphics stuff in 320x240, which uses a whopping 64KB per buffer, and still has more resolution than a terminal.

In 1GB I could probably fit all the buffers to double-buffer all the TUIs in a whole country. Well, maybe not. But it's likely not that far off.

> render on the terminal like a game engine

All those CPU to render this effect

https://x.com/cyrilXBT/status/2060617507615207904

ULTRACODE! NOW WITH MORE BLINKENLIGHTS!

(to be read with the Unreal Tournament announcer voices, see https://www.youtube.com/watch?v=MwxjYFqP35A )

How on earth are you spending more than 50us on a UI like this from start to finish? What the actual hell? 11ms to construct a scenegraph of this complexity? I don't even know what to say to that.
In comparison, I have around 3ms total latency when streaming 4k 144hz from headless machine in my basement to upstars :-D

At least that is what Moonlight client claims.

Frankly that's an insult to gamedev. Literally every game engine I can think of could do better. Probably even Unreal Engine could do better.
If I saw our UI show up in the profiler eating 5ms of CPU time every frame, I'd send whoever was responsible to QA hell until they find some way to redeem themselves. Not even fancy animated 3D UIs, like what you get in Death Stranding, eat up these kinds of resources. Not even remotely close.
I sorta remember Quake console running on an 486dx2 ..
LOL right? This is all that needs to be said about the engineering behind Claude Code
Do game engines constantly have buffer issues?
Depends on if they're written with Claude