We have 64 bit multi-core CPUs unconstrained by clock speeds, RAM, bus bottlenecks, instructions sets, addressing modes, registers, or storage speeds. Monitors are beyond visual resolution, graphics are pumped out at a rate of zillions and gazillions of 32 bit pixels per second.
How can any software be anything less than instantaneous these days?
How can this modern bloated AI-dreamt high-level sludge code be as slow as my Commodore 64 booting GEOS from a 5.25" floppy?
The mouse button shouldn’t even have time to bounce up from my finger releasing it and the screen should already be loaded.
And better hardware means there is no longer a requirement to optimise.
What was “if we don’t make this code more efficient, it won’t run on modern computers”, turned into “we don’t need to make this code efficient because modern computers will be able to run it”
You see this with video games, too, where PC games are better optimized when they’re multiplatform releases that also are on one or more consoles near the end of their sales life, just because they had to make it run smoothly on hardware that was comparatively out of date.
We have 64 bit multi-core CPUs unconstrained by clock speeds, RAM, bus bottlenecks, instructions sets, addressing modes, registers, or storage speeds. Monitors are beyond visual resolution, graphics are pumped out at a rate of zillions and gazillions of 32 bit pixels per second. How can any software be anything less than instantaneous these days? How can this modern bloated AI-dreamt high-level sludge code be as slow as my Commodore 64 booting GEOS from a 5.25" floppy?
The mouse button shouldn’t even have time to bounce up from my finger releasing it and the screen should already be loaded.
Companies running 10-20 year old hardware and the amount of spyware that exists nowadays gets in the way
Tons of legacy code that has to run at startup.
And better hardware means there is no longer a requirement to optimise.
What was “if we don’t make this code more efficient, it won’t run on modern computers”, turned into “we don’t need to make this code efficient because modern computers will be able to run it”
You see this with video games, too, where PC games are better optimized when they’re multiplatform releases that also are on one or more consoles near the end of their sales life, just because they had to make it run smoothly on hardware that was comparatively out of date.
Dynamic libraries are also time hogs