Earlier quoted context omitted.
You could probably cut that consumption in half if people stopped using interpreted languages in production, quit telling curious young programmers that early optimization is evil or that memory is an implementation detail, etc. etc. The computer is very efficient, electrical engineers toil and sweat a great deal to make them so. Then we build things with Ruby and Python and make things 2 orders of magnitude less eff…
> no good reason If it takes a developer hours to build something that would otherwise take days, that's a very good reason. Processing power and energy are a tiny fraction of the cost of dev time. For things where scale matters, companies switch to faster languages with more optimization. This is irrelevant for what, 95% of businesses? Granted, probably half of devs are working for big tech where it does matter, but…
I think that is in a lot of cases not true, just that the developer (and his company) is not paying the bill but the buyer/user. While individually this might not be a lot, therefore the individual will not complain about it either, for applications with lot of users it will add up a lot. Let's say you have a application or a device with 1 Million Concurrent users, and you could reduce the power consumption by just 1 Watt per instance, this amounts to nearly 9000 MWh yearly, which as a total cost for end users in germany would amount to more than 2,5 Million Euro (+ the climate emissions). I am quite sure that in a lot of instances you could reduce the power usage by 1 Watt and that it would cost less than even 10% of the aggregated savings. Even simple things like game menu screens having no frame limiters and putting the GPU under heavy load have been a thing in the past (e.g. Diablo3 at some point). The issue is that the developer has no incentive to improve such things, except in the most extreme cases as he doesn't benefit from it but from a macro-economic and ecological perspective it would be beneficial.