95 points ByteAtATime 5 hours ago 57 comments

rramon 5 hours ago | parent

>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?

Onavo 4 hours ago | parent

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.

cyberax 4 hours ago | parent

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.

fastball 4 hours ago | parent

Hundreds of visible controls sounds like more complexity than you want.

Elucalidavah 4 hours ago | parent

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.

YuechenLi 4 hours ago | parent

arecsu 4 hours ago | parent

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.

YuechenLi 2 hours ago | parent

You do realize that saying the PhotoCraft backend is also slow and buggy isn't helping your case, right?

usef- 1 hour ago | parent

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.

airesQ 3 hours ago | parent

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.

rramon 2 hours ago | parent

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.

anthk 1 hour ago | parent

It's November and most of these issues were fixed two weeks ago.

anonymous908213 4 hours ago | parent

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)

airesQ 3 hours ago | parent

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).

1ba9115454 3 hours ago | parent

I've been using filmcraft for video editing and I've had no issues.

codedokode 2 hours ago | parent

Agent does not feel discomfort from laggy UI so your point is moot.

rramon 57 minutes ago | parent

They are already usable and get better quickly. Are you working for a competitor?

throwup238 4 hours ago | parent

How’s accessibility?

SkiFire13 3 hours ago | parent

egui has been integrated with AccessKit since a few years now

codedokode 2 hours ago | parent

I ran PhotoCraft in a VM and it runs like a game at 3 fps. Very laggy.

ryeights 4 hours ago | parent

AI critiquing AI’s favorite native UI framework, brilliant.

koolala 4 hours ago | parent

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?

YuechenLi 3 hours ago | parent

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.

rudedogg 3 hours ago | parent

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.

koolala 2 hours ago | parent

Doesn't that need a whole new framework with other downsides but the first option lets you use it with how it is designed?

adamsvystun 4 hours ago | parent

Is diffing really that expensive even in complex applications?

rtpg 3 hours ago | parent

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

faangguyindia 3 hours ago | parent

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.

slopinthebag 3 hours ago | parent

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-schaaf 2 hours ago | parent

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.

slopinthebag 2 hours ago | parent

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-schaaf 25 minutes ago | parent

> 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.

codedokode 2 hours ago | parent

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.

slopinthebag 2 hours ago | parent

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.

codedokode 1 hour ago | parent

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.

hirako2000 2 hours ago | parent

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

SkiFire13 2 hours ago | parent

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.

slopinthebag 1 hour ago | parent

what do you consider to be a complex UI?

slopinthebag 3 hours ago | parent

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

eviks 1 hour ago | parent

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.

creata 3 minutes ago | parent

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.

cmrx64 3 hours ago | parent

gpui is pretty shite at energy draw too. bitemyapp’s sidestep is way better.

jharsman 3 hours ago | parent

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.

nephyrin 2 hours ago | parent

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.

sashank_1509 1 hour ago | parent

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.

swiftcoder 1 hour ago | parent

> 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

bluegatty 3 hours ago | parent

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)

kaoD 39 minutes ago | parent

> 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.

bluegatty 24 minutes ago | parent

- "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.

kaoD 20 minutes ago | parent

> 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.

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

ADevWithAnIdea 12 minutes ago | parent

> 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).

kaoD 1 minute ago | parent

[delayed]

jbk 3 hours ago | parent

So, is there anything native between Qt and GPUI?

Having a middle ground, in between?

x-complexity 2 hours ago | parent

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".

SkiFire13 2 hours ago | parent

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)

swiftcoder 1 hour ago | parent

> 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...

txdv 1 hour ago | parent

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.

dfish 38 minutes ago | parent

Find surprising the author didn't use tauri, but I guess he only compared native frameworks