LPC: Life after X
Posted Nov 6, 2010 14:44 UTC (Sat) by
dskoll (subscriber, #1630)
In reply to:
LPC: Life after X by elanthis
Parent article:
LPC: Life after X
Plus, the network protocol _still_ is transmitting images all over the place, because modern apps still do a ton of image processing client-side
And that's the real problem. If apps restricted themselves to using drawing primitives, the network wouldn't be a problem. Requesting the server to draw rectangles, polygons, etc. is extremely efficient and beats any kind of image compression.
The problem is that apps decided they wanted fancy textures, background images, etc. So they essentially did all the rendering client-side and treated the X protocol as a big dumb pipe for shipping images.
The correct approach is to move more support for fancy effects into the server so the clients don't have to render on their end. Unfortunately, there's no easy way to get around the use of textures and images, so here's a radical concept: Don't do it unless it's necessary (eg, for games.) And provide an escape-hatch (eg, shared memory) for local apps that really do need to sling lots of images and textures around.
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