> Naturally, game engines are crazy optimized, so the UI runs butter smooth and uses pretty much no resources.
We should build everything using a AAA FPS engine loop now that we can. The amount of shit that happens in one rendered frame of overwatch is wild. And then we go and do like 200 of those per second.
One recent performance issue that was raised by a customer was in the end a tiny svg animation loop that was on all the time even when the tab was inactive. So no game engine loops for my customers.
No you won't. Firstly because your software is one of dozens running and it doesn't get to take the privilege of fucking over my battery consumption and asking for my GPU to spin so you can edit markdown, and also because 2D rendering is miserable and non-performant in every single game engine you can think off. 2D sucks to make, 2D eats half of your frame time by just existing and slicing those triangles.
Yeah but it’s okay if overwatch takes all of your computer’s effort to run. Imagine if postman used 13 gb of vram