Have any of you seen the kind of stuff recent games draw in 16 ms? It's amazing! They sure as hell don't use a work-stealing scheduler in a thread pool for single vertices, though.
Besides, vertices are a much simpler problem than CSS styling. CSS supports hundreds of properties, all of which are parsed and cascaded differently. You have properties that are inherited and properties that are noninherited. You have properties that depend on other properties: for example, any lengths might be specified in terms of ems, which means you have to have resolved the font size first. You have properties that result in completely different render trees, for example "display". You can't effectively throw stream processors like GPUs at the problem (believe me, I've tried).
Could we do better? Sure. But every proposed replacement for CSS I've seen (e.g. Cassowary) has made the complexity problem worse. And most native styling solutions I've seen are usually just very slow implementations of CSS. Separating presentation and markup is just hard, no matter what.
Hi, what other proposed replacements for CSS do you know about? I'm interested in seeing what problems they ran into.
I need to go look at Cassowary again. IIRC it's a solver, so sometimes the layout won't be what you expected, and it's very hard to know what to change such that it does what you want.
For us ordinary folks trying to write good applications that can be maintained by one person and scale reasonably well, there's justifiable reason to jump off this rollercoaster and work in a more humble environment with modest perf/safety tradeoffs and native code executables(e.g. Go, Basic, Pascal).
Where the funding comes from is practically irrelevant, specially if it is a feedback function (i.e., an economic phenomenon, not "phone the legislature to fund more research!!1").
New funding models are good, too, of course. But the tone of the anti-ad camp is asinine.
I disagree. Look up how modern material systems work. There absolutely are analogous things going on to CSS in PBR rendering, shaders, multipass compositing etc.
Is the whole CSS debacle a particularly unlikely concept to yield anything close to a reasonable performing implementation? Sure, but that is because nobody has applied the pressure necessary. People won't play a game that doesn't consistently meet a 30 ms deadline but they seem to happily put up with 3 seconds to final render and call it "amazing".