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izym

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In deferred rendering the cost of lighting is still dependent on the number of lights. In forward rendering it is dependent on both the number of lights as well as the scene geometry. You can apply various additional techniques to make each light much cheaper though.

You're not really being fair here. You could just as well distribute all needed dll's with the app. In fact, that's pretty much what Electron does.

Yes, but on the other hand rasterization is implemented in hardware on GPUs which gives it a great performance advantage. Also, sorting before rasterizing allows most triangles to be discarded before any fragments are created. Besides, creating and traversing an acceleration structure does definitely not make ray tracing free. Especially traversal is not exactly cache-friendly. Also, rays passing closely by geometry, but not hitting it, will traverse rather deep into the tree and then backtrack, which is rather costly. Another advantage of rasterization is that it is data-parallel at the vertex level. The disadvantage is that it is far less flexible in what you can render compared to ray tracing; it's only really practical for camera rays.

raytracing an image takes much longer than the polygon-based rendering done by most game engines.

Minor nitpick, but it has nothing to do with the fact that it renders polygons. Ray tracing can also render polygons. More precisely, game engines use rasterization which works by projecting triangles onto the screen rather than tracing rays through the screen.

I asked you to provide a single example as proof and you have not done so. There is no pissing contest in asking you to provide a tiny bit of proof for your statements.

Breaking the behavior of my back button is one of the worst user experiences I get these days. Usually it makes me so angry that I just leave the site right away.

Obviously that is not the wanted user experience. Disregarding SPAs as a solution because of an unintended behaviour is kind of throwing the baby out with the bath water.

Browsers can do that on their own since forever, given a carefully crafted HTML page.

How are you rendering parts of something from a server before receiving anything from the server using only HTML? I'm talking about the following flow:

1. User clicks link

2. Instantly the layout etc. is rendering using JS, with fancy loading elements (maybe ala how FB does their news feed) for the missing items

3. The data is loaded and put into the layout

Whereas for the non-SPA flow the user would have to wait for data to be received before anything is rendered. Of course pre-fetching alleviates this a bit, but it still requires the whole page to re-render.

The 1ms is network overhead, witch is nothing considering how long it takes for the image to render on the screen.

Yes, latency for a single bit of payload to ever hit the client. The rest of the data then needs to be transferred as well. Transferring that amount of data constantly would be terrible with regards to battery life.

The CPU and the GPU could be several miles apart.

How exactly? Would you send draw commands over the internet?