Earlier quoted context omitted.
I’m on my phone so cannot run it, but you cannot generate data and not store it somewhere. It’s going to consume either system resources (RAM/storage) or video resources (VRAM). If your point is that it uses gigabytes of VRAM instead of system memory, then I think that is an extremely weak argument for how modern software doesn’t need much memory because all you’re doing is shifting that cost from one stack of silico…
All demos I have shared with you are designed to run on resource constrained systems. Using all the resources available on the system is a big no no from the start. Instead, as you guessed, these demos generate assets on the fly and stream to the respective devices. You cite inefficiencies. I tell they run at more than 60 FPS on these constrained systems. Remember, these are early 2000s systems. They are not that pow…
That’s not what I said. I said you’re trading memory footprint for CPU footprint.
This is the correct way to design a demo but absolutely the wrong way to design a desktop application.
They are marvels, I agree. But, and as I said before, there’s no such things as a free lunch. at risk of stating the obvious; If there wasn’t a trade off to be made then all software would be written that way already.