• @frezik@midwest.social
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    342 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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      292 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
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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

      • @frezik@midwest.social
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        12 months ago

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

    • @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@midwest.social
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        52 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.