• frezik
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    2 months ago

    It’s almost like having double frame buffers for 720p or larger, 16 bit PCM audio, memory safe(ish) languages, streaming video, security sandboxes, rendering fully textured 3d objects with a million polygons in real time, etc. are all things that take up cpu and ram.

    • reddig33@lemmy.world
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      2 months ago

      I didn’t realize web browsing in Chrome required fully textured 3D objects. Not to mention playing 720p video with PCM audio in a separate app doesn’t grind everything to a halt.

      • voxel@sopuli.xyz
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        2 months ago

        well the gpu doesn’t care if it’s 2d or 3d, but you are rendering a whole bunch of textured triangles… (separated into tiles for fast partial or multithreaded re-rendering), and also just-in-time rasterizing fonts, running a complex constraint solver to lay out the ui, parsing 3 completely separate languages, communicating using multiple complex network protocols, doing a whole bunch interprocess communication in order to sandbox stuff

      • Aux@lemmy.world
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        2 months ago

        Everything, including Chrome, is rendered as a 3D object these days. It’s a lot faster, but takes more RAM.

      • frezik
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        2 months ago

        There are shared libraries that have to be loaded regardless of you having a tab that uses them or not.

    • glimse@lemmy.world
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      2 months ago

      I will run any game at 60fps if it was designed for this exact machine that does nothing but play games designed for it and is also 16-bit with pixel graphics and also has low quality audio and also fits in the memory of the cartridge

    • MonkderDritte@feddit.de
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      2 months ago

      Are you talking about games? There, it’s mostly textures.

      Web, that’s a whole other story, why it uses so much RAM.

      • frezik
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        2 months ago

        WebGL means the browser has access to the GPU. Also, the whole desktop tends to be rendered as a 3D space these days. It makes things like scaling and blur effects easier, among other benefits.