Do you have a baseline to compare it to something? Either a fast terminal on a different platform but similar hardware or doing the same render with the deprecated API?
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Replying to @stephc_int13 @cmuratori
I mean I can just open our Sokoban game console to fullscreen and pick a moderately smaller font and measure how many fps it gets (answer: lots).
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Replying to @Jonathan_Blow @cmuratori
I don't think this is entirely realistic, even if it can serves to get an idea of the rendering load if correctly implemented with OpenGL.
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Replying to @Jonathan_Blow @cmuratori
Because a terminal emulator is not only a text renderer. I also think that the logic and I/O should be almost free on modern hardware, but it would not be an apple/apple comparison if we don't take the full context into account.
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Do you honestly think emulating a terminal is more expensive than simulating a 3D game?
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Absolutely not, I don't think the result of this benchmark is normal. But a benchmark is not very useful if we can't compare to a baseline, and I don't think rendering text is a totally fair baseline. My guess is that what we're seeing is not only a rendering issue.
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I would assume it is not a rendering issue, actually. It is almost certainly a parsing issue first, and a rendering issue second - ie., the rendering is probably slow, but the parsing of VT codes is almost certainly the bottleneck here.
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Replying to @cmuratori @stephc_int13 and
But as for your original question, I'm not sure what you mean by "baseline". What do you want to see as a "baseline" for this? It has ~2500 cycles per input byte, ~53000 per output glyph at that speed, assume no threading and no GPU assist.
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A baseline would ideally be an other terminal emulator on similar hardware. To be clear, I agree about your guesses of what the performance should be.
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I'm not sure how that is useful as a baseline. How would you know that that "baseline" program wasn't also very slow compared to the theoretical expected throughput?
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