Earlier quoted context omitted.
I've written real-time game UIs too. I think you underestimate just how ludicrously fast CPUs and GPUs are, and overestimate the complexity of your average GUI. What does your average screen's-worth of GUI consist of, after all? How many widgets are there? I double dare you to tell me that a modern computer or games console can't handle 500 widgets per frame. And I now triple dare you to tell me that your UI designer…
I'm sure many games can get away very well with an immediate mode GUI. I think the question is not can you, but rather should you. My last project used a custom immediate-mode GUI. At the absolute pinnacle of optimization, it was pushing 2,000+ FPS on my machine with something like 3-4k vertices, with heavy texture mapping and anti-aliasing. But the problem was that even with peak optimization, the CPU was spending 1…
(Also: 3-4K vertices for UI was about what you could expect to budget for a PS2 or Xbox game! - max throughput for PS2 was something like 250,000 vertices/frame at 60Hz, and this is <2% of that. I struggle to believe this is any kind of an issue for anything modern.)