| Have an upvote, dissenting opinions should at least be legible. That said, I really can't agree with you. Browsers can re-compile their input into whatever intermediary format they desire subject to the usual space/speed trade-offs. By the looks of it (judging by the space they need) they use that trade-off rather liberally in the 'speed' direction and they still run quite slow. I just can't imagine that laying out some text and images in 2d (which I've done for limited contexts) is that much harder than rendering a 3D scene (in software, not using a bunch of GPU power to do the heavy lifting) (which I've done, but not recently and definitely not with this kind of detail, roughly at the level of the original 'Doom' with a slightly better lighting model and right around the time it came out). Games may not have security issues in the input data that they consume when it comes to graphics and such, so that's a valid point but games do have to run on a wide variety of hardware and they typically adjust really gracefully. The one thing I think that really differentiates game rendering engines from browsers is that game engines tend to model some physical process whereas browsers attempt to implement a massive spec to allow any server it chooses to contact to send it a bunch of bytes the rendering result of which is not known ahead of time so arguably the games people have a relatively limited possible space of outputs they can generate whereas browsers theoretically can display anything including that game. That still doesn't excuse them for the crappy performance they deliver, that simply means we've moved too fast in adding layers before getting lower layers to perform adequately. The original web did not seem sluggish to me, it seemed about as fast as what you could expect from the hardware of the day, whereas the 'modern' web seems to be (to me) terribly slow and inefficient. The ratio of content:markup+eye candy has deteriorated and I suspect that that is part of the answer here (and of course that would not be the browsers fault per-se). |