• 4am@lemm.ee
    link
    fedilink
    arrow-up
    11
    arrow-down
    2
    ·
    6 months ago

    Especially at the time, and even somewhat still today, it saves bandwidth on virtual connections. Some places run thousands of virtual desktops for their users.

    I liked Aero better, too

    • Mossy Feathers (They/Them)@pawb.social
      link
      fedilink
      arrow-up
      4
      arrow-down
      1
      ·
      6 months ago

      Counter-point, you could do that with skeumorphism via procedural generation by sending the base algorithms instead of icons and then rendering the icons client-side. It’s already done to a limited extent when it comes to games. Substance Designer and Painter are industry standards when it comes to creating textures and materials, and they can generate textures with resolutions anywhere from 128x128 to 8192x8192 without requiring any additional effort due to their procedural workflow. Granted, the textures are usually “baked” before actually being imported into the game engine, which is why you can’t tell a game to generate 8k textures (the game only has the rasterized textures, not the original procedural ones); however, the technology is already kinda there. That said, it can be hardware intensive, but it could be done.

      • psvrh@lemmy.ca
        link
        fedilink
        arrow-up
        3
        ·
        6 months ago

        Counter-point, you could do that with skeumorphism via procedural generation by sending the base algorithms instead of icons and then rendering the icons client-side

        This is actually pretty close to what macOS does.