I've signed up to attend LIMITS 2026 virtually https://computingwithinlimits.org/2026/ , the topics look super interesting particularly ones around solar powered systems. I also appreciate the timings as I'll be able to hopefully jump in after work.
I've signed up to attend LIMITS 2026 virtually https://computingwithinlimits.org/2026/ , the topics look super interesting particularly ones around solar powered systems. I also appreciate the timings as I'll be able to hopefully jump in after work.
@arturo182 Personally, I want to use the #KeebDeck with a cheap HDMI-driven Screen for a #Pi0W / #Pi0W2-powered handheld PC as #Greedflation really makes #FrugalComputing necessary...
- Since I don't expect @violenceworks' #VT69 to hit preorders anytime soon and I kinda want something smaller than my #EeePC701 to test @OS1337 with...
Kinda like an old #NokiaCommunicator a " #WorkBoy SP"* kinda setup...

SUBSCRIBE for more failed, cancelled & beta games ► http://bit.ly/DYKG_SubscribeFailed Nintendo Pitches ► https://youtu.be/s9HW_83sMTQRare Nintendo Consoles ...
Vývojáři se naučili zrychlovat dotazy, přidávat cache, škálovat služby a hlídat účet za cloud. Frugal computing začíná o jednu otázku dřív: musí se výpočet, přesun dat, volání modelu nebo uložení vůbec stát? Rostoucí spotřeba datových center a nové evropské reportování ho posouvají do návrhu architektury, dřív než do závěrečné poznámky o udržitelnosti v prezentaci.
https://zdrojak.cz/clanky/frugal-computing-architektura-pro-dobu-drazsi-infrastruktury/(2/2) to repeat the tl;dr: from the quoted post:
Moving work between data centres in different locations, so called "carbon aware load shifting", is a distraction. The savings in emissions are only a few percent at best and therefore very quickly undone by the growth in data centre capacity. Instead we need demand management, i.e. compute less.
RE: https://scholar.social/@wim_v12e/115179142615575786
I am really happy that my paper
"Modelling Scenarios for Carbon-aware Geographic Load Shifting of Compute Workloads"
has now been accepted for publication in IEEE Transactions on Sustainable Computing.
As expected, it was rather a fraught process, but it only took 9 months and two revisions.
Final paper has not been published yet but I have updated the preprint: https://arxiv.org/abs/2509.07043
(1/2)
Current global greenhouse gas emissions are 57.7 GtCO2e/y. But the global emissions budget for 2035 is only 25 GtCO2e/y (20--27), and for 2050 about 10 GtCO2e/y.
The "budget" is the maximum amount of emissions that can be incurred while still keeping global warming limited to 1.5ºC.
So any amount of emissions, e.g. from AI data centres, has to be compared to this budget rather than to the total current emissions.
(1/2)
@lerothas keine Frage, ich finds nur echt schade…
Gerade mit der Gierflation wäre Frugal Computing angesagt, statt Bloatware…
#Kommentar #Gierflation #FrugalComputing #Bloatware #32bit #64bit #PC
#thinkpad t500
#junkyardcomputing
#permacomputing
Had some scrapped spinning storage lying around so fixed up my old t500 as new daily (the only scrap ssd left had issues).
Nothing here cost me a penny, so I should perhaps qualify with #frugalcomputing , too.
@rhempel I've always felt that being an artist does not give you a free pass (and it's one of the reasons why I always struggled to call myself an artist).
Even if the viewer doesn't see a discernible difference, I think considering energy consumption and algorithmic efficiency as (some of the) hidden costs of art making & viewing always should be a consideration. I also think it's a sign of maturity, both personal and in the larger picture as discipline, to be considerate of these things, even more so for animated or time-based pieces which are running nonstop at galleries/exhibitions/homes for weeks/months. Unfortunately, this is an extreme minority opinion in this field...
But energy aspects aside, especially for animated and/or interactive works, achieving a minimum frame rate (at the very least 30fps, better 60fps or 120fps) is important (not always though!) and failing to do so, can have a negative impact on the overall aesthetics, feel, experience, immersion etc. Optimizing a piece from 2-3 fps to 30+ fps can be a literal make-or-break switch...
Also for realtime audio, which is much less forgiving, hard time limits are enforced by the underlying OS/hardware audio driver. All (sonic) hell breaks loose if you don't manage to compute N new samples for the next time window in a shorter time than that window's duration (usually just a few milliseconds a slice)...
So back to your question: Is there a way to convey a elegance and design in implementing of algorithmic art? I think the answer here is: Yes. At least for the group of time-based works, these aspects are partially/indirectly conveyed precisely via working smoothly within these time & resource constraints, some of them enforced by our own perception thresholds, others by hardware. An animated or interactive system which feels sluggish hardly ever communicates "elegance" (where it matters and in an abstract sense, but even "glitch art" often works with a more or less artist controlled form of glitchiness). For interaction it can even very quickly become actively frustrating once certain action-response delays are exceeded regularly...
Some artists are trying to free themselves from the efforts having to deal with these things via means of clever framing and post-rationalization, i.e. by stating the artwork presented is merely a 1:1 instance of the actual artwork which is just a sequence of instructions given on paper (or as text file, as voice instruction etc.) and therefore has neither conceptual nor technical room for addressing these aspects... I can think of some cases where any form of optimization truly isn't desired (e.g. those concepts which communicate exponentially increasing complexity or time effects of a given system), but I'd say these are not the norm... Mostly it feels like: Purity for purity's sake and an easy way out... 🤷♂️
In some sense the problem for algorithmic artists is similar to that of game devs: Developing your idea on high-end hardware with top-range compute can be a recipe for disaster when deploying your artwork on lower spec hardware. In that sense a well optimized implementation or one which is aimed at lower compute resources, simply means the piece is much more adaptable and also generally less resource/energy intensive, something which we as society are maybe just not yet valuing sufficiently enough, but which I believe we will come to (value)... People will still want to have engaging digital art in the future, even if compute availability will be much more unevenly available/affordable, less abundant, and more artists, especially them, will be working/showing on devices with lower compute (relatively speaking) due to exploding hardware costs and centralization...
That quote I mentioned in the linked posts above is a perfect summary of this all:
"Too often in this industry hardware is used to solve software problems."
#AlgorithmicArt #InteractiveArt #TimebasedArt #Optimization #Performance #FrugalComputing