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That performance was so heavily tied to screen resolution was funny to see. It could crunch a reasonable amount of vector information, but the rasterisation would burn through processor cycles.

There were some projects when I was running on a G3 iMac where I would drop the render screen down really small to see how it would perform on a more powerful machine. It felt like if they even managed to get decent GPU acceleration possible then they could have solved a lot of these issues.



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