Roughly 1/100000 of what's on a low end computer today. On a CPU that ran at 1MHz and took many clock cycles per instruction.
In other words, yes but that's nothing new.
Roughly 1/100000 of what's on a low end computer today. On a CPU that ran at 1MHz and took many clock cycles per instruction.
In other words, yes but that's nothing new.
There's a heck of a lot of pointless bloat. But at least some of the extra power has gone to useful features!
Today feels different. If Slack really have any significant features that couldn't be done on computers 15 years ago?
Apparently this and other things did not go over well with developers (apparently the apps needed to be done at least partly in assembly too). Wikipedia:
GeoWorks attempted to get third-party developers but was unable to get much support due to expense of the developer kit — which ran $1,000 just for the manuals — and the difficult programming environment, which required a second PC networked via serial port in order to run the debugger.
Even though PC/GEOS is referred to as an "operating system", it still requires DOS in order to load. GEOS and its applications were written in a mix of 8086 assembly (Espire) and C (GOC), both with non-standard language extensions to support the object-oriented design.[5][9]
Processing the touches into events should take 1 C64 of power or less.
Scrolling shouldn't significantly more difficult. 1 C64 for this.
The screen is much higher resolution, so we need the power to render that, but that's offloaded to the GPU and the GPU doesn't even need to leave idle frequencies.
60fps, well what was the C64? Whatever, multiply the resources by 10.
We've now accounted for... 20 C64s of power.
It's a little odd to exclude the supercomputer your computer comes with to help with scrolling.
And, I mean, the C64 offloaded rasterization to a different chip too.
Don't even get me started on drawing more than 8 sprites!
(Ex C64 games programmer here)
The C64 had a resolution of 320x200 pixels with 16 colors. That would cover about 1,5 square inches on a modern phone (modulo the colors, another factor of 6 to 10). You could not dream of re-rendering the whole screen with any FPS number. Games had to resort to all kind of tricks to create a smooth experience, and whatever was put on screen was pre-rendered content combined in clever ways. Calculations involving floating point like a mandelbrot set in said resolution took hours to days per _frame_.
And the C64 does re-render every frame, because there's not enough memory for a frame buffer!
I'm not worried about games here, and word processors don't need fractals.