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Most situations operate on more or less cost vs efficiency basis, no matter if you are a beginner programmer making your first game in Unity or a senior dev at
by rosmax_1337 6y ago
Most situations operate on more or less cost vs efficiency basis, no matter if you are a beginner programmer making your first game in Unity or a senior dev at Google. Your code needs to be fast enough to be fast, but not fast enough that you have no time to develop anything else on your project.
It seems therefore natural, that as hardware becomes stronger, developers feel less pressure to optimize. Naturally also, it is the developers fault when something is so poorly optimized that it affects the product. Because in the end, we are workers like all other kinds of workers, and we're looking to get a job done, and not done "perfectly". (unless you're hired to optimize servers at Google to the point of perfection)
Also, a term I like to mention is that "instant = instant * 0.5". Meaning, if your code is fast enough that it doesn't affect the user experience in the end, and feels "fast". Making it twice as fast has literally no impact. And I doubt server computing cycles is causing energy shortages around the world. We've got other problems causing that.
- jcelerier 6y ago> Also, a term I like to mention is that "instant = instant * 0.5". Meaning, if your code is fast enough that it doesn't affect the user experience in the end, and feels "fast". Making it twice as fast has literally no impact. that makes the very flawed assumption that your program is the only one running on the computer. In practice even if your program does not appear slower, it uses more battery, other software have less CPU time, etc etc
- username90 6y agoEven more important is that it caps the number of features you can add. There are many expensive operations people like to have in text editors, using code that is 10x faster would help with many of those.