• AppleTea@lemmy.zip
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    1 hour ago

    isn’t it a combination of younger developers not learning to programme under the restrictions of limited memory and cpu speed, on top of employers demanding code as soon as possible rather than code that is elegant or resource efficient or even slightly planned out

  • rational_lib@lemmy.world
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    1 hour ago

    Because the app stores keep adding new requirements that you have to add code to deal with and it gets worse every year and seemingly every day.

  • WorldsDumbestMan@lemmy.today
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    3 hours ago

    Usually, instead of having 8-bit art, you have epic songs and very high definition textures. That is a good deal of why.

        • NoSpotOfGround@lemmy.world
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          1 hour ago

          Except… the compilation step doesn’t add type safety to JS.

          As an aside, type safety hasn’t been something I truly miss in JS, despite how often it’s mentioned.

  • devilish666@lemmy.world
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    6 hours ago

    That topics always made me curious tho…take a sample AAA games back then has smaller size compared to shitty Unity 2D games nowadays and i wonder why ?

    • endeavor@sopuli.xyz
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      1 hour ago

      Smaller textures, more assets, and worse audio mainly. Textures used to be like 512 for hero props. Now even random objects you see a few times get a texture 16 times larger. And they get up to 4 of those for each object/group of objects. Thanks to pbr and normals and whatever other masks and lightmaps may be required.

      Im sure there are more reasons for size bloat but this is from us artists at least.

    • gens@programming.dev
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      4 hours ago

      Less triangles and smaller textures. Crt monitors had less resolution and practically built-in anti-aliasing so they could get away with (and had to) “worse” assets.

      Also since ssd-s have become mainstream unity uses less compression so it would load relatively faster.

      Basically because monitors got better, standards got higher, competition got fiercer, storage got bigger and faster, etc.

      And it’s not like there weren’t shitty games before, just everybody forgot about them.

      I like how the game Banished is made. From a requirenments/looks ratio it is IMO great. One guy made it. Ghosts of Tsushima also looks amazing and is great from a techical perspective, but it is heavy.

      • endeavor@sopuli.xyz
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        1 hour ago

        Polygons aren’t that costly, they’re just a set of coordinates and pack up well and ultra expensive highpoly stuff is avoided wherever possible by proffessionals. It’s mostly textures and maybe audio that bloats size.

    • Cratermaker@discuss.tchncs.de
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      5 hours ago

      Yeah but like, what new features do apps have which weren’t available in those times? Embedded videos maybe? Doesn’t justify the bloat.

    • hungrybread@lemmygrad.ml
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      5 hours ago

      Presumably less compression and fewer ways to install only necessary assets (such as only downloading audio for used languages)

  • Realitaetsverlust@lemmy.zip
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    8 hours ago

    Simple reason - dependencies.

    Modern devs dump any dependency and sub-dependency under the sun into their project and don’t bother about optimizing it. That’s how you end up with absurdly large applications. Especially electron is a problem in this regard.

    You can still write optimized and small software. However, for most businesses, it’s just not worth their time. Rather using an additional couple hundred megabytes of dependencies on the client system.

  • Blackmist@feddit.uk
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    9 hours ago

    Fucking Chrome/Electron is why.

    I honestly wouldn’t mind that if they could all use the exact same runtime so the apps could be a few MB each, but nooooo.

    • nutt_goblin@lemmy.world
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      8 hours ago

      See: Webview2

      Unfortunately, it is extremely painful to work with😔 Enjoy rolling your own script versioning and update systems instead of using squirrel et al

      Edit: I think Tauri works by targeting this and webkitgtk via their wrapper library, unfortunately I can’t get my coworkers to write rust

      • kungen@feddit.nu
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        5 hours ago

        Isn’t that just the same pig, just wearing different makeup? I’m not a fan of msedgewebview2.exe allocating 500+ MB RAM just because Teams is open, but maybe that’s Teams fault…

    • devilish666@lemmy.world
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      6 hours ago

      Is there any alternatives to electron ? And why people’s doesn’t move on to alternatives if electron is huge & heavy resources ?

      • dbx12@programming.dev
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        24 minutes ago

        The alternative is “just serve it as a regular website”. It doesn’t need to be an app to do its job. Name a functionality which only exists in electron but not in the standard browser API.

      • dpflug@kbin.earth
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        6 hours ago

        I mean, Object Pascal was doing the “write once, run anywhere” thing decades ago. Java, too. The former, especially, can make very small programs with big features.

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          3 hours ago

          Java (and Object Pascal, I’m assuming) have very old-looking UIs. Discord’s gonna have trouble attracting users if their client looks like a billing system from 2005. Also, what do you do about the web client? Implement the UI once in HTML/CSS/JS, and again in JForms?

          So if you’re picking one UI to make cross-platform, and you need a web client, do you pick JForms and make it work on the web? or React and make it work on desktop?

          • Takumidesh@lemmy.world
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            1 hour ago

            Yea, electron has flaws, but it’s basically the only way to make a truly cross platform native and web app. I would rather take a larger installed size and actually have apps that are available everywhere.

            The sad truth is there aren’t enough developers to go around to make sleek native apps for every platform, so something that significantly frees dev time is a great real world solution for that.

  • KillingTimeItself@lemmy.dbzer0.com
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    9 hours ago

    uh, please do ask, why does opening a fucking glorified text and image processing app require 1 gigabyte of ram.

    Who wrote this software? The guy from the bible who was the model for greed and gluttony? Jesus christ.

  • blind3rdeye@lemm.ee
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    9 hours ago

    It’s like Moore’s law. The number of bytes for a basic app doubles every 2.5 years.

    When I was young, we’d get a few different games games on a single 1.4 Mb floppy disk. The games were simpler, sure, but exactly the same games now would be far bigger in bytes.

    • At least games make sense, as the graphics get better. Though in some cases, the compression is also better. Like PS5 games are smaller on average than their PS4 versions, even though they have higher resolution textures in most cases, just because the PS5 has better compression/decompression tech.

      • HeyThisIsntTheYMCA@lemmy.world
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        26 minutes ago

        Like PS5 games are smaller on average than their PS4 versions

        My favorite example of this is Subnautica. The system didn’t call on the assets as quickly, or a different way I can’t remember all of the details but essentially they had to put like five copies of every asset on the ps4 version to get it to run properly. The ps5 accesses the assets fast enough it only needs one copy. At least that’s how it was explained to me.

      • Flatfire@lemmy.ca
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        8 hours ago

        Better than that, the lack of reliance on spinning disks means that asset duplication and data read order is less of a requirement to reduce load times. It can still be argued that there’s just too many polygons, since simply scaling things back would be plenty effective in reducing storage usage and load times.

    • Huschke@lemmy.world
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      9 hours ago

      Games is the one example that actually makes sense though. The game code size hasn’t really increased tremendously, but the uncompressed assets have only gotten more detailed and more numerous.

  • _____@lemm.ee
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    8 hours ago

    There’s lots of valid reasons for this.

    Imo the biggest one people don’t account for is this: Dev salaries are incredibly high. if you want fast performance the most optimal way would be to target the platform and use low level native code, so C++ or Swift.

    It would cost you like 20x more than just using electron and it will cost you bigly if you have multiple platforms to maintain.

    So it turns out having 1 team crunching out an app on electron with hundreds of dependencies is cheaper, naturally that’s what most companies will do.

    Don’t want to use electron ? Then it’s kind of the same issue except this time you’re using Java and C# and you have to handle platform specific things on your own (think audio libraries for example). It’s definitely doable but will be more costly than using a cross platform chromium app.

  • ThatGuy46475@lemmy.world
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    11 hours ago

    The hp printer app says it needs your location to connect to WiFi. It says it needs your location all the time when not using the app, again to connect to WiFi

    • boonhet@lemm.ee
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      11 hours ago

      I think that’s to do with how permissions work.

      Having wi-fi access can technically tell the app where you’re located so you need to give it location access

      Which is stupid because it then also gets GPS access.

  • Stovetop@lemmy.world
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    15 hours ago

    It’s just that we have to make space for our 5,358 partners and the telemetry data they need.

      • bleistift2@sopuli.xyz
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        8 hours ago

        God, I hate Corsair. Not only do you need to download their garbage software to fucking turn off the RGB on a headset, you have to have it running or the RGB will turn on again!

          • bleistift2@sopuli.xyz
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            7 hours ago

            Thanks for sharing that. My device isn’t listed, but I’d be surprised if Corsair changed how their shit works that much between devices. I’ll give it a try (it supposedly even works on Linux <3)