Created
May 2, 2015 05:52
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"fundamental constants of human-computer interaction", which can be split into the human and computer halves. | |
Very roughly: | |
~16 ms – frame budget for interactive animation | |
100 ms – user action feels instantaneous | |
200 ms – typical human reaction time | |
500+ ms – perceptible delay | |
3+ seconds – perceived sluggishness | |
10+ seconds – attention span is broken | |
And on the computer: | |
1 cycle – latency of simple bitwise operations | |
a few – maximum number of independent instructions that can be retired per cycle | |
3-4 cycles – latency of L1 cache hit | |
~dozen cycles – latency of L2 cache hit | |
~couple dozen cycles – integer division on modern x86 | |
couple hundred cycles – round-trip to main memory | |
50-250 us – round-trip to SSD | |
250-1000 us – in-network ethernet/tcp round-trip | |
10 ms – spinny disk seek | |
150 ms – IP latency between Australia and USA | |
Throughput numbers: | |
8.5 GB/s – memory bandwidth on iPhone 5 | |
~100 MB/s – saturated gigabit ethernet connection | |
50-100 MB/s – spinny disk transfer speed | |
4.5 Mb/s – global average connection speed | |
3.2 Mb/s – average mobile bandwidth in USA |
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