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hackyhacky • today at 11:52 AM • 3 replies • view on HN

If only there were some way to determine speed based on observable data. Oh well maybe some day.


Replies

nicoburns • today at 2:17 PM

Some actual numbers (vibe coded benchmark ported from the JS framework benchmark):

  Median update+build time per frame (ms), lower is better
  Machine: macOS 26 VM, Apple M4 (virtual)

  benchmark (ms)      Dioxus    Iced    egui   Slint    GPUI
  create 1k            12.91   17.57   10.66   26.99   22.32
  replace 1k           14.46   14.48    7.48   17.07   17.41
  update every 10th     2.12    1.94    4.17    5.55   10.65
  select row            1.16    0.37    3.50    6.62   10.68
  swap rows             1.45    0.42    3.53    4.10   10.26
  remove row            1.32    0.39    3.27    4.46   11.95
  create 10k          124.97  152.52   58.97  136.07  164.58
  append 1k to 10k     28.12  157.67   33.01   69.93  117.70
  clear 1k              3.00    0.86    0.07    4.60    0.04
  scroll frame          0.28    0.10    0.55    4.23    3.79
Dioxus above is Dioxus Native.

These are CPU-only times for the state management / style / layout / etc, but don't include rasterization (additional work in the benchmark harness required to measure GPU time sensibly), probably aren't fully apples-to-apples, and could probably do with testing some more complex layouts.

➕ show 1 reply
dzogchen • today at 1:30 PM

Why the snarky comment? We already have to data points: one person heard it was faster, another person heard it was slower. If more and more people tell what they've heard then we will know the truth. Please go read how science works!

Matumio • today at 12:06 PM

If only the game I am surely going to develop some day would not waste 7% of the rendering budget on drawing the menu sliders! Must research all options now before I start. Must make an objective choice, so I need number that can be compared neutrally between frameworks. So, rendering performance it is.