2 ms·
It's interesting how similar that is to the type of optimizations gamedevs do today. E.g. sub out "floppy disk sector" for GPU memory and crank up the numbers a
by sillysaurus3 8y ago
It's interesting how similar that is to the type of optimizations gamedevs do today. E.g. sub out "floppy disk sector" for GPU memory and crank up the numbers a few orders of magnitude.
- masklinn 8y agoIt's not just gamedevs. I/O buffering remains an important source of both performances and frustrations (when the I/O is buffered a bit too heavily and nothing appears in the output because in-memory buffers are still filling), and most modern languages provide buffering wrappers or even buffer file I/O by default.