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Electron apps (lemmy.world)
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[-] Kyrgizion@lemmy.world 142 points 1 day ago

If there's any upside to the entire situation, it's that perhaps, maybe, developers will again start paying more attention to optimization instead of just throwing more powerful hardware at it.

Some of the greatest games ever developed for consoles were great because the developers had to get extremely creative with the limited resources at their disposal. This led to some incredibly optimized games that could do a whole lot with those very limited resources.

[-] Digit@lemmy.wtf 2 points 11 hours ago

If there’s any upside to the entire situation, it’s that perhaps, maybe, developers will again start paying more attention to optimization instead of just throwing more powerful hardware at it.

Amen.

Long time irked that so many developers fail with the mathematics of the situation.

If hardware multiplies its resources 1000x, that does not mean you can make your program use 1000x resources, along with thousands of other developers failing at that mathematics too, making bloat radically outpace Moore's Law.

If hardware multiplies its resources 1000x, that should mean that developers continue to keep their software tight, lean, and fast, and that should mean users have 1000x more resources available to do more with.

*Dreamer*

[-] hornywarthogfart@sh.itjust.works 2 points 11 hours ago* (last edited 11 hours ago)

I think pretty much every dev understands the issue but they are limited in what they can do about it. Quitting a job because they won't let you optimize is noble but unrealistic for the vast majority of devs.

I would love for optimizations to start being prioritized. More specifically, I would love to see vendors place limits on memory use in apps. For example, Steam could reject any game over 50gb. I do not believe for a moment that any game we currently have needs more than 50gb except maybe an mmo with 20 years of content. Or Microsoft could reject apps that use more than X ram. They won't ever do that but without an outright rejection, this won't be fixed.

[-] Jesus_666@lemmy.world 78 points 1 day ago

Best I can do is mandatory Lumen and Nanite. You can get almost-stable 60 fps on a 5090 with DLSS Performance and 3x frame gen, which should be optimized enough for anyone.

My game will sell for 80 bucks, 150 if you want the edition with all the preorder-exclusive content.

[-] JetpackJackson@feddit.org 6 points 1 day ago

I hate that I know what game this is referencing

[-] dfyx@lemmy.helios42.de 28 points 1 day ago

I don't. Because there are dozens if not hundreds that match the description.

[-] JetpackJackson@feddit.org 6 points 1 day ago

I was thinking Borderlands 4

[-] ICastFist@programming.dev 1 points 1 day ago

I remember Robocop Rogue City launching with a high price (nothing crazy like that) but going on sale like 1 or 2 months later for 90% off

[-] BootLoop@sh.itjust.works 39 points 1 day ago

You don't even need to go that far back. It blows my mind that the 360 and PS3 have 512mb of RAM. Halo 4, GTA 5, and The Last of Us did some impressive graphics work with 512mb.

[-] dogs0n@sh.itjust.works 23 points 1 day ago* (last edited 1 day ago)

Oh wow my mind is blown. Even more so that it's 256mb of DRAM and 256mb of VRAM separately.

We have really gone down hill and fast ;(

In my brain memory I find it hard to believe all the textures loaded at one time could ever be so small. Im amazed.

[-] ICastFist@programming.dev 3 points 1 day ago

tbf, the PC version of console games of the time ran like utter shit on computers with less than 2GB RAM and graphics cards worse than a Geforce 9800. A lot of people were still on WinXP, which was bloated compared to WinME-2000, but by 2006 it was fine.

[-] SaharaMaleikuhm@feddit.org 6 points 1 day ago

Best I can do is vibe-coded performance optimizations

[-] masterspace@lemmy.ca 3 points 1 day ago* (last edited 1 day ago)

The upside to the situation is that electron has been a more successful cross platform development framework then literally anything that came before it, from Xamarin to Java. And it's entirely based on open source software, and open web standards.

this post was submitted on 05 Dec 2025
641 points (100.0% liked)

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