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Fast machines, slow machines (2023)

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Re: Fast machines, slow machines (2023)

#71
post #7

The author mentions rewriting core applications in C# on windows but I don’t think this is the problem. Write a simple hello world app in c#, compile it and see how long it takes to run vs a rust app or a python script - it’s almost native. Unity is locked to a horrifically ancient version of mono and still manages to do a lot of work in a small period of time. (If we start talking JavaScript or python on the other h…

I agree that these are very simple cases, and it's like benchmarking compiliation or execution of helloworld.cpp It would be interesting to see something like: - cold boot - load Windows - load Office - open a 200 page document - create pdf from said document - open 5000 row spreadsheet - do a mail merge - open 150,000 record database - generate some goofy report Do people still do mail merge? Not sure.

Just FWIW, that is what PC Pro magazine's benchmark suite did in the early 1990s.

It ran (5-10x) a set of scripted operations in Word, Excel, PowerPoint, Access, PhotoShop, and WinZip, on large files, and that was the basis of of the benchmark score.

I ported the benchmark suite from 16-bit Windows to 32-bit Windows.

Re: Fast machines, slow machines (2023)

#72
post #67
post #66

Earlier quoted context omitted.

Competently done games have vsync and also a fps limiter. They also decouple game logic and input from drawing :) And then we have those that thing "OMG BIGGER FPS" is better and burn your video card when they render the startup menu at 1480 fps...

I’m well aware how to make games, thanks, I’m the tech director on a AAA game with 15 years working on them. I said “constantly” rendering and you and everyone seem to have taken the least charitable interpretation of what I said and decided I couldn’t possibly know what I’m talking about.

Sorry to ressurect but having just experimented with reducing redundant renders in my own game, which isn't even fully real-time, I'm with you. Trying to know when a game may or may not need a new render is a tricky problem, glitchy if done poorly, and ultimately battery life in games seems like a (high priority) nice-to-have... Shame you're getting flack from folk that clearly haven't ever shipped a game.
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