103 pointsby ByteAtATime6 hours ago18 comments
  • virtualritz21 minutes ago
    The central argument, reiterated countless times through the post is "It does not scale".

    To which my reply is: "Who cares, the vast majority of apps do not have complex UIs".

    And if they do you can come up with a workaround like e.g. rerun did for egui (outlined in the article).

    Case in point: my biggest spare time "prompted" project is a now 500k LOC hybrid 3D modeling app. It uses egui.

    I'd say modeling functionality-wise it's somewhere between Grasshopper/Houdini, close to 200 nodes out of the box + any number of custom ones

    That gives you an idea about UI: node graph, parameter editing, widget overlays, gizmos. A lot of nodes have custom widgets, ramp or curve editors etc.

    It's not a simple UI at all.

    But I didn't spent a second on worrying about the performance of egui's approach. And while UI shows up on my per-frame statistics it's negligible.

  • x-complexity3 hours ago
    This is an advert for zgui, disguised as a critique piece.

    From the article itself:

    > Disclosure: I ported GPUI’s current Linux renderer to wgpu2, I built the benchmark harness used below, and I work on zgui, a signal-based Rust framework that appears in the charts.

    https://github.com/zortax/zgui

    zgui just released version 0.1.0 last month, with a 3 month dev history. And it's their only version.

    https://github.com/zed-industries/zed/tree/main/crates/gpui

    https://crates.io/crates/gpui/versions

    GPUI's last release was 0.2.2, 1 year ago.

    Framework maturity is an unavoidable contributing factor when choosing where to port over your application.

    Should that mean that they can only choose 10-year-old frameworks? No, but also they shouldn't be chasing 1-month-old projects.

    There are minimums & maximums, and the minimum sits at "definitely not 1 month old projects with only 1 public release".

  • jharsman4 hours ago
    The subject is interesting, but the AI-generated text is very hard to read and makes me question if the author actually thought about the problem at all.

    If you thought about this, write it yourself.

    • swiftcoder2 hours ago
      > the AI-generated text is very hard to read

      You know, he's done a pretty good job of editing/prompting. It's far less "Claude voice" than other AI-written articles that keep getting posted here

    • sashank_15092 hours ago
      I must say, it took me a while to realize it’s AI generated. There were some tics after thousand of words that let me realize.

      I should have realized sooner though, because I had no idea what that table was trying to say, and that should have been a signal already.

    • nephyrin3 hours ago
      I got as far as the table labeled

      > What a write runs | Who finds the change

      Good lord. If you are writing a thoughtful critique of something.. actually write it.

  • faangguyindia4 hours ago
    So, which are the most advanced GUI frameworks that have ever existed, and why are they superior to GPUI or egui?

    Which company in the past needed a GUI more than Microsoft? Maybe they have the answer? Or Apple?

    I don't think social media apps are GUI heavy enough to have developed something advanced in this field.

    GUI complexity and application complexity are two different things

    arguments in the post sound reasonable but conclusion is off.

    • hirako20003 hours ago
      Blender has seriously complex UI needs. No idea whether they use a reactive architecture but (claimed) raw performance is impressive.

      https://github.com/ppmpreetham/BUI

      • SkiFire133 hours ago
        Apart from the main 3D viewport Blender's UI need don't look that complex. Most of its UI are panels with simple layouts and buttons/sliders/checkboxes. And I bet they don't use their UI library for the main 3D viewport.
        • slopinthebag2 hours ago
          what do you consider to be a complex UI?
    • 4 hours ago
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    • slopinthebag4 hours ago
      all of the alternatives suck. you can complain about egui in particular but immediate-mode libraries have an overwhelming set of advantages and actually scale better with more complex ui.
      • ben-schaaf3 hours ago
        I work on a GUI toolkit professionally. Immediate-mode libraries are cool, but they absolutely in no way shape or form scale better. Having to evaluate and layout the entire UI for every state change is fundamentally not scalable. Doubly so if you need to do this multiple times to reach a steady-state layout like you do in some cases with egui.
        • slopinthebag3 hours ago
          you can cache layouts with immediate mode libraries. in terms of scaling, it really depends - if you have many components updating at once, the benefits of retained mode libraries are diminished if not reversed. when people create demos of 10,000 list elements and updating a single one, it's basically designed as a best case scenario for retained mode. try updating the entire list...

          but i can make strong claims about the benefits of not needing to duplicate your state inside of your ui framework. that alone removes an entire category of work, and i would argue scales better from a conceptual/dev standpoint.

          • ben-schaafan hour ago
            > you can cache layouts with immediate mode libraries

            There's all sorts of caching you can do with immediate mode; like you said, caching the layout in a large list. The end result is the same as retained mode, with all the same complexities. Might as well skip reinventing the thing.

            > try updating the entire list...

            If you're comparing like-for-like, whether you're doing layout for the entire UI in immediate mode or retained mode shouldn't make a big difference. You're doing the same calculations after all.

            > but i can make strong claims about the benefits of not needing to duplicate your state inside of your ui framework

            I've found it's often not necessary to duplicate state in the UI framework; you can frequently make UI controls the owner of the state.

            • slopinthebag20 minutes ago
              to some extent retained mode is a cache invalidation problem. imgui's sidestep this, except for a constrained set of cases where building the ui requires doing a lot of work, in which case a simple, bespoke cache can be used - to me this is far simpler than trying to wrangle your entire application through a generalized state cache abstraction. especially since doing so generally requires you to deeply adopt the UI framework's abstractions into your application code, regardless if it's a good fit or not - like you said, you can avoid duplication, but the tradeoff is massive coupling.

              i think a glaring red flag with retained mode ui's is how slow they are. there is a reason they put so much effort into granular reactive updates - they're just way too slow otherwise. resize retained mode ui windows and the fps drops to like 2. meanwhile in an imgui, it doesn't matter if you're rendering 1000 buttons and then need to render 1000 dropdowns, the work is roughly identical. this means big problems for a retained mode system. this seems like a massive issue to me - the system is so slow, it's only considered "faster" than imgui (debatable) when it doesn't actually do much. but we want ui's to scale with interactions, not depend on minimal changes in order to recover acceptable performance.

      • codedokode3 hours ago
        They are slow and inefficient especially in a VM where there is no GPU. It doesn't make sense to redraw all screen if only one button has changed.
        • slopinthebag2 hours ago
          retained mode frameworks still redraw the whole frame typically, unless they're doing some type of partial rendering - that still has a cost though, and all modern ui frameworks retained or not will suffer without a gpu.

          in practice rendering a frame of imgui or whatever is so fast and efficient that it's not an issue. we're talking a few thousand triangles and typically a small handful of shaders & draw calls.

          • codedokode2 hours ago
            How fast are shaders on CPU? Shaders are garbage. I remember many years ago I tried Ubuntu in a VM and it decided to use llvmpipe for rendering. There was a 30-second lag between clicking on anything and seeing the result. Since then I hate GPU-based GUIs.
  • bluegatty4 hours ago
    Looks fun, but Rust is less well suited to UX than other langauges - tree based data structures, a lot of ugly state, event driven, heavily async, and naturally all of the json and other things that come in at that layer don't have 'very nice' libraries.

    It does not leverage of Rusts advantages very well at all, and so the extra overhead is hard to justify.

    I think there are definitely some key libs that would work well with rust (wgpu is nice!), but the the core language itself would ideally not be Rust.

    Obviously - it can be done - and I'm sure it's a lot of fun for some devs - but I think this is fitting the circle into the square hole. (Edit - it's funny saying that because 'fitting the circle into the square hole' is literally like saying 'walkies?' or to a dog, aka 'arise - a problem to be solved!' but I think that is what I'm getting at, like what wags the tail isn't necessarily the best option)

    • kaoDan hour ago
      > Rust is less well suited to UX than other langauges - tree based data structures, a lot of ugly state, event driven, heavily async, and naturally all of the json and other things that come in at that layer don't have 'very nice' libraries.

      Can you elaborate? I don't see anything there that is hard for Rust per se:

      - Tree-based data structures are just the bread and butter of Rust as long as they are not cyclic, but arguably you shouldn't be declaring your UI with cycles at all.

      - Ugly state is exactly what Rust was made for. It forces you to tame the ugly state instead of hacking at it and hoping it works.

      - Event driven and heavily async are neither a Rust strength nor a weakness (some would say it's actually a strength but IMO there are tradeoffs). Actors and message passing are one of the many patterns that Rust is fantastic at.

      - And I don't see how JSON is relevant to UI, but JSON is not only "solved" in Rust but the best ser/de libraries I've ever used are in Rust.

      Rust gets cumbersome with hyper-connected or hyper-shared ownership (think e.g. inodes in a filesystem) where you have to sidestep the borrow checker... but UIs are inherently hierarchical.

      Yes, Rust doesn't fit the traditional OOP cycle-connected "widget" model where a textbox "knows" about its sibling button, and the button "knows" about its sibling textbox. Turns out that that model sucks, and that's why everyone fled to React and other saner models even without Rust's constraints.

      Maybe I'm just biased by the React mindset (unidirectional data flow), but I've never been happy with any other UI paradigm so I consider that an advantage.

      • ADevWithAnIdea39 minutes ago
        > Ugly state is exactly what Rust was made for. It forces you to tame the ugly state instead of hacking at it and hoping it works.

        I'm not an expert on GUIs, but my understanding of them is that the ugly state is sort of inherent to GUI applications and you can't tame it. Ie, everything interconnects with everything else and there's not much you can do about that. This sort of inherently pushes you to a big runtime that manages a lot of stuff for you, which is in line with GUIs being rather expensive generally (ultimately you have to render everything to the screen).

        • kaoD28 minutes ago
          Maybe I can understand better with an actual example? I might just be biased by React's mindset, but I've always considered two-way binding (and any non-unidirectional data flow) a mistake, and it has only brought me pain and sorrow.

          In other words: the patterns I use outside of Rust are also Rust's happy paths (on paper, maybe I'm just missing something?)

          (For clarity: I'm talking of userland here. I assume that's what OP meant by "UX" -- I agree with your "big runtime" point, but that's why my RAM is filled by Electron apps.)

      • bluegattyan hour ago
        - "Tree-based data structures are just the bread and butter of Rust." - they are not - they are the opposite of 'bread and butter'. They create nearly impossible problems for borrow checkers. Literally where the borrow checker caps out and can't fulfill it's obligations.

        - "shouldn't be declaring your UI with cycles at all." - they are inherently cyclical. Parent/child and handler/emitter relations are very common. You can work around it, but unnaturally.

        "Ugly state is exactly what Rust was made for. " - No. Rust forces you into constraints, which have certain paramters.

        --> this is the biggest conceit of Rust - that somehow, the 'borrow checker is correct'. It is not. It is a constraint. Having to meet that constraint is in some cases beneficial, but it's mostly just limiting.

        The limitation of that constraint and implications is so strong, that it keeps Rust from being mainstream.

        - "Event driven and heavily async are neither a Rust strength nor a weakness"

        Async in Rust is objectively hard, it's another dimensional of complexity that does not have the same impact in other languages. Asyc does create issues everywhere but not as much as in Rust. Again, another big layer of trickery for not advantage.

        - " but JSON is not only "solved" in Rust but the best ser/de libraries I've ever used are in Rust." - then maybe you have never programmed in any other language?

        Because the 'best' language for JSON is obviously Javascript/Typescript - and it suites most OO languages extremely well.

        The question underlying all of these statements, is why anyone would ever choose Rust in the first place?

        Rust brings much greater complexity for no advantage in most cases.

        By any objective measure, Rust is just a 'bad choice' for all but a narrow set of things.

        I think you have to add both 'developer interest', 'integration with specific libraries' and maybe 'other strategic considerations' in order for Rust to be a rational choice in a lot of cases.

        • kaoDan hour ago
          > Parent/child and handler/emitter relations are very common. You can work around it, but unnaturally.

          I think this is where we disagree.

          If your UI data flow is not unidirectional, that's a problem you brought yourself into, Rust or not.

          For reference: I don't do my UIs in Rust, but the language is not the reason why, and I still use unidirectional data flow even on GC'd languages.

          > Because the 'best' language for JSON is obviously Javascript/Typescript

          As a TypeScript fan (it's my main language)... ser/de sucks in TS and IO boundaries are most of my pain points with it. My top 2 things that I miss from Rust are: (1) serde/rkyv (2) affine types. Zod has been great but it's still miles behind a proper ser/de library.

          And yet I still can't see how JSON is relevant for UIs.

    • 3 hours ago
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  • rramon6 hours ago
    >I believe both GPUI’s and egui’s state models are dead ends for complex desktop applications.

    Why do those complex Adobe clones work so well then?

    • YuechenLi5 hours ago
      • arecsu5 hours ago
        Don't know about the other links you've posted, but for photocraft the vast majority of those issues are from the engine that process the image itself, not about the GUI. In fact, as far as I can tell, none of the artcraft apps are that complex in terms of GUI to be slow down by any choice of GUI framework really. There could be performance differences between them, yes, but not so much.
        • YuechenLi3 hours ago
          You do realize that saying the PhotoCraft backend is also slow and buggy isn't helping your case, right?
          • usef-2 hours ago
            Why not? If the raw renderer has an unoptimsied denoise algorithm, what has that got to do with egui?

            They seem to be edge cases of building extremely complicated renderers (that handle varied user files/scenes) in a very short time. The projects are weeks old. The original app's renderers were built and optimised over decades against user files. I would also assume the central renderer is a 3d surface, not egui.

            Generally to the contrary, I was surprised how snappy their UIs feel in normal usage compared to the apps they're replacing.

      • airesQ4 hours ago
        With vectorcraft loading shape libraries can be slow, but this is a background thread.

        egui was a great choice given the results; also egui's wasm support is very good, which means artcraft supports wasm; i.e. they can run on a browser.

      • rramon2 hours ago
        I see. Not my experience using those apps though. There are bugs but they get fixed.

        You can use the UI to figure out your ideal design process manually and then hand it off to a gent next time. The cool thing about those apps is that everything in the UI works headless as well.

      • anthk2 hours ago
        It's November and most of these issues were fixed two weeks ago.
    • anonymous9082135 hours ago
      Why are you stating something that is not true as though it were a given, and then using that unearned precondition as the basis for your question? The premise is false. Artcraft is a complete fucking trainwreck, nothing more than scamware that falls apart as soon as you poke beyond the deceptive facade that was used to build hype.

      (That said, on the scale of blame for it being bad, I would say the GUI framework accounts for 0% of that and the programming methodology accounts for 100% of that)

      • airesQ4 hours ago
        This does not match my experience, I use gridcraft (excel), vectorcraft (illustrator) often; they work fine.

        It's ~100MiB each, installs in seconds; I can point my agent at the github repo and it will be able to run it and control the apps; e.g. look at how excel spreadsheets actually render and adjust the layout.

        I'm not a power user, but for my particular use cases artcraft apps are better than the original counterparts (install-size + agent control).

        • 1ba91154544 hours ago
          I've been using filmcraft for video editing and I've had no issues.
        • codedokode2 hours ago
          Agent does not feel discomfort from laggy UI so your point is moot.
      • rramonan hour ago
        They are already usable and get better quickly. Are you working for a competitor?
    • codedokode3 hours ago
      I ran PhotoCraft in a VM and it runs like a game at 3 fps. Very laggy.
    • throwup2385 hours ago
      How’s accessibility?
      • SkiFire134 hours ago
        egui has been integrated with AccessKit since a few years now
    • cyberax5 hours ago
      UI for CAD-style apps is not that complex. You're typically looking at maybe hundreds of visible controls at most. Of course, assuming that the rendering of the picture/parts is handled separately.
      • fastball5 hours ago
        Hundreds of visible controls sounds like more complexity than you want.
        • Elucalidavah5 hours ago
          These controls are largely independent; whereas the complexity being talked about here is interdependent GUI elements.

          Something about every complex GUI being a spreadsheet-style calculation.

    • Onavo5 hours ago
      Well, primarily users of Adobe software don't have efficiency in mind as their first priority. It's a little different if you are making a desktop widget and it eats a good chunk of your GPU while idle.

      Most of these GUI software are vibe coded so state management essentially becomes somebody else's blackbox problem.

  • SkiFire133 hours ago
    In my opinion this comes down to how much data you have on screen and whether you can efficiently skip off-screen data. If you can do that then it doesn't matter how your framework scales, you will be bound by screen space anyway.

    That said, I indeed am not fond of GPUI and egui, but for different reasons.

    In GPUI having to manually mark the state as changed is IMO a footgun and any decent UI framework should not require something like that.

    In egui I found the "immediate mutation" pattern (e.g. the classic `if button.pressed() { mutate }`) to produce glitches in the UI, because it will cause half the UI to draw the old state and half the new state. You almost always want to anticipate interactions, or to delay mutations. But performance is not a problem IMO unless you're writing a complex vector graphics viewport (in which case retained UI won't help you either)

  • dfishan hour ago
    Find surprising the author didn't use tauri, but I guess he only compared native frameworks
  • jbk3 hours ago
    So, is there anything native between Qt and GPUI?

    Having a middle ground, in between?

  • swiftcoder2 hours ago
    > but the truth is that Zed is a relatively simple app, UI wise. The app’s chrome contains a few buttons, in a simple layout, a sidebar and a text editor, and the text editor is implemented as a custom element, completely bypassing GPUI’s layout and view semantics. By their own account, a window “has tens of nodes and a few thousand elements”.

    I'm glad we're all finally coming round to this view. I've bene repeatedly annoyed at folks treating really basic UIs as evidence that their pet UI framework is suitable for complex UIs...

  • ryeights5 hours ago
    AI critiquing AI’s favorite native UI framework, brilliant.
  • txdv2 hours ago
    Good article, I will tell my AI agent to read it and fix my UI framework if there any problems and suggestions that could be used.
  • 4 hours ago
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  • koolala5 hours ago
    Can't you fix this scaling by chunking the entities? So not making one massive 10,000 thing entity but instead breaking it up into entities that group 500 things?
    • YuechenLi4 hours ago
      Of course you can, and you can also make it so that if UI changes, instead of having every single entity rerender, only the changed entity would rerender, and you can have a library that manages the changes or "dirty" state of these entities reactively.

      And that's why React exists.

      • rudedogg4 hours ago
        Almost every GUI toolkit does this, it’s nothing React specific. And with the browser you have to know all sorts of complexities to know what it’s actually doing (is this change going to cause a full layout, full paint, etc.)

        Personally I think most of the abstractions we’ve tried around GUIs don’t work, and old school frameworks like AppKit are better. They just need some DX love since programming has evolved so much.

      • koolala3 hours ago
        Doesn't that need a whole new framework with other downsides but the first option lets you use it with how it is designed?
  • adamsvystun5 hours ago
    Is diffing really that expensive even in complex applications?
    • rtpg4 hours ago
      You have the diffing, but you also just have the various random bits of churn from building up the thing to diff etc.

      Say what you will about "plain" COM models they don't cause a bunch of random memory allocations when you drag-n-drop an element in a list down two spots

  • slopinthebag4 hours ago
    there is so much wrong in this ai generated article. from very poorly constructed egui benchmarks, treating dom performance as comparable, taking the egui creator's quotes out of context, and more.

    but i'm not going to spend time critiquing an ai-generated slop article. if anyone has specific questions about what is wrong feel free to ask me. i want to ideally spend my time interacting with humans

    • eviks2 hours ago
      do you know of a similarly well-sourced and presented review of those approaches with framework benchmarks? This seems like an unfortunate niche where no human is willing to venture due to the required effort, but then the slop risk is too high to ignore in an assisted article.
      • creata30 minutes ago
        I'm beating a dead horse here, but benchmarks aren't a useful way to compare UI frameworks, because:

        1. The benchmarks aren't always going to be fair - e.g., in this article they talk about rendering 3,000 rows, but that's an unrealistic benchmark (you'd want to use list virtualization in any framework at that point) that is obviously more favorable to some frameworks over others.

        2. Most frameworks are fast enough for most tasks. The performance of a framework is rarely the main issue, but benchmark scores are quantitative and sound objective, so people cling to it.

  • cmrx644 hours ago
    gpui is pretty shite at energy draw too. bitemyapp’s sidestep is way better.
  • toolbrewlab3 hours ago
    [flagged]