That is certainly more code, but not double. You only need it for the parts of the code that are both (a) bottlenecks worth optimizing and (b) actually benefit by using the new instructions.
(Edit to remove iMovie from the list, as it has GB's of "Transitions" and "Titles" that I really should just delete)
All three examples you gave have substantial UI and other bundled assets. For example, the Docker Desktop app is about 2GB on my computer, yet included assets make up at least 1.2GB, and a further 600MB is a bundle containing the UI, which itself is about 100MB of binaries.
If you actually open those bundles (as they're called on macos) and take a look inside, you'll see that they don't even contain all of their assets, anyways, often linking to frameworks contained in ~/Library
This is a very layperson explanation, btw, but I assure you that "in modern desktop software, code is a tiny bit of the total size of the application" is a very true statement.
Yes, game assets really take it to another level but it’s been my experience that even apps without a lot of UI still have their images making up a lot of the app bundle size.
It's more comparable to x86 chips with AVX-512 and chips without AVX-512. 99% of your code is the same, but the compiler will generate SSE, AVX, and AVX-512 variants and choose the correct one based on the CPU.
If you're already supporting 2 arch it will only increase by 50 percent to support a 3rd ;-)
I've even seen windows binaries have multiple different versions of the same DLL inside them, and it's a well known DLL that is duplicated multiple places elsewhere.
All OSes/Apps do this but maybe a lot of Mac apps do it a little less. (I don't even have any real statistical idea how common this is with windows apps either)
- Windows DLLs don't usually have strong versioning baked into the filename. On OSX or Linux, there's usually the full version number baked in (libfoo.so.3.32.0) with symlinks stripping off version components. (libfoo.so, libfoo.so.3, libfoo.so.3.32) would all be symlinks to libfoo.so.3.32.0 and you can link against whichever major/minor/patch version you depend on. If your Windows app depends on a specific version it's going to be opening DLLs and querying them to find out what they are.
- Native OSX software (not Electron) seems to depend much less on piles of external libraries because the OSX standard library is very rich and has a solid history of not breaking APIs and ABI across OS versions. While eg CoreAudio is guaranteed to be installed on an OSX install and be either compatible or discoverably-incompatible, the version of DirectSound you're going to have access to on Windows is more of a crapshoot.
- Windows apps (except for the .Net runtime sometimes) are often designed for longevity. A couple of months ago I installed some software that was released in 1999 on my Windows 11 machine and it just worked. Bundling up those DLLs is part of why they work.
- Linux apps can rely on downstream packaging to install the necessary shared libraries on demand, generally speaking. Linux desktop apps distributed as RPMs or DEBs can "just" declare which libraries they need and get them delivered during install.
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I said "statically-linked" because the first thing that came to mind was go-lang's morbidly obese executable binary sizes, and mentally walked to iOS app sizes.