3 ms·
It would seem this is all just a matter of constraints and objectives. It's not that we are unwilling or unable to make things faster. For instance, when prese
by bob1029 4y ago
It would seem this is all just a matter of constraints and objectives.
It's not that we are unwilling or unable to make things faster. For instance, when presented with the task of porting Quake to the GBA, we somehow find the means to make this happen, despite the underlying CPU only operating at 16.78 MHz. Playable frames per second are achievable on that system.
Scaling "GBA Quake"-levels of optimization up, you could probably run thousands of simultaneous clients off a single AMD system today - regardless of GPU capabilities. But, I don't think the market is demanding that kind of experience anymore, especially not at that kind of scale.
The point I would like to make: High quality experiences only seem to manifest when enough adversarial pressure has been applied at design/architecture time. This is not just limited to software.