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One of my pet peeves is that graphics programming does not generally enjoy this level of rigor like audio does, despite arguably being also real-time. This is d
by zokier 2y ago
One of my pet peeves is that graphics programming does not generally enjoy this level of rigor like audio does, despite arguably being also real-time. This is doubly true for UI programming, I'm not aware of any UI toolkits designed with real-time in mind.
I would love to see a UI system that has predictable low-latency real-time perf, so you could confidently achieve something like single frame latency on 144Hz display.
- kaba0 2y agoWell, if you allow a bit of a sloppy terminology, graphics are “softer” real-time, than audio - a frame drop is less noticeable than audio glitches.
- makapuf 2y agoThat's where realtime and fast differ : you can consider there's a "hard"-er real-time at 100ms by example, where you can drop some frames but you don't want to block the ui. Be slow but don't block the UI.
- Derbasti 2y agoOn the other hand, the throughput requirements on image processing are often far more stringent than in audio. A full-resolution stereo audio stream is only 200kb/s = 12 Mb/min after all, whereas a video system might have to chew throw many gigabytes in the same time.
- robinsonb5 2y agoWhen I last made a similar point someone pointed out to me that this has gained a higher priority recently thanks to VR. Janky framerate is going to be much more noticeable with a headset than with a traditional monitor, and could even result in lost lunches!
- dist-epoch 2y agoThe tiniest audio glitch is instantly noticed and extremely annoying. So extreme efforts are put into preventing them. If your software has audio glitches people will really stop using it. A graphics micro-stutter not so much. > I'm not aware of any UI toolkits designed with real-time in mind. What would be the point? The human eye can only notice so much FPS (gamers might disagree with their 244 FPS displays).
- DontchaKnowit 2y agoNot just annoying, but potentially dangerous. An audio glitch could concievably deafen 2 thousand people at a show if things go wrong.
- pjc50 2y agoAll games seem to manage this somehow. Usually by using fixed layout for the UI, because re-layout is a nasty non parallelizeable problem that UI designers frequently inflict on themselves.