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Well, how about this: how come Turbo C++ could run on 486s, when Clang uses both way more RAM and cycles than you could ever hope to have on a 486 computer? Th
by jchw 5y ago
Well, how about this: how come Turbo C++ could run on 486s, when Clang uses both way more RAM and cycles than you could ever hope to have on a 486 computer?
The answer is: Everything.
If you are cynical, you could say that all of the resources are just being wasted on bad software that is bloated and coded lazily by less skilled people who only care about money. If you are optimistic, you might point to advancements in both the C++ language that requires more resources as well as improvements to compilers, like ridiculously powerful optimizers, static analysis, and language features, as well as the modularization of the compiler.
I think the truth is basically a bit of both, though probably mostly the latter. Software naturally expanded to require more because the hardware offered more. When computers ran 486s and Pentiums, spending 10x more resources on compile times was probably not a popular proposition. But computers becoming faster made compilers faster, too, so compilers could make more use of those resources. At the same time, they could clean up their codebases to remove hacks that reduce memory or CPU utilization at the cost of making code difficult to read, debug, understand, and modularize code to allow for compilers that are easier to expand, can provide language servers, support multiple language frontends, and support compiling to multiple architectures transparently.
What does this have to do with games? Well, a DOS game would more or less write directly to VGA registers and memory, but doing so is a sort-of fraught-with-peril situation. It’s hard to get 100% right, and it exposes applications to hardware implementation details. Plenty of games behaved strangely on some VGA cards or soundblaster clones, for example. Using an abstraction layer like DirectX can be a dramatic improvement as it can provide a higher level interface that shields the application from having to worry about hardware details, and the interface can do its best to try to prevent misuse, and drivers for it can be tested with extensive test suites. If a VGA card behaves differently from what a game expects and it doesn’t work, you’re SOL unless the game is updated. If a Direct3D game doesn’t work properly, even if it is ultimately due to a hardware quirk, it can usually be fixed in software because of the abstraction.
SFML is even further up. It is a library that abstracts the abstractions that abstract the hardware, to allow your application to run across more platforms. There could be three or four layers of abstraction to bare metal. They all do important things, so we want them. But they also introduce places where efficiency suffers in order to make a more uniform interface. Also, a modern app running on a modern OS incurs costs from other similar improvements: language runtimes, OS security improvements, etc. sometimes offer improvements that come at non zero CPU and memory costs that we were willing to eat because computers improving was more than offsetting it.
Programmers today have different skills and programs today have different challenges. It’s only natural that the kinds of things that made Sim City 2000 run well are not being applied to make modern games on modern computers.