Not at all. I think that it's our perspective shifted, because our every day computers became so fast, with more CPU and more RAM, that the average programmer doesn't feel the pain of inefficient code anymore.
I've seen enough software that is "very fast and scalable", because it wasn't tested at really large deployments.
Of course, that's not always what your software needs or wants, but in the case of internet backend software and hardware, it's a huge difference if your servers have 1, 10 or 100 times the throughput.
Also, many developers are client developers where this is a not the problem it used to be.
In 1990, when a game didn't fit into a few kB of memory or didn't ran fast enough, the developer assembler-optimized the hell out of it, today most of this doesn't matter except for the software everyone uses but noone writes (your ISPs webmail, dropbox, twitter and whatever internet site has enough users).
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Not at all. I think that it's our perspective shifted, because our every day computers became so fast, with more CPU and more RAM, that the average programmer doesn't feel the pain of inefficient code anymore. I've seen enough software that is "very fast and scalable", because it wasn't tested at really large deployments.
Of course, that's not always what your software needs or wants, but in the case of internet backend software and hardware, it's a huge difference if your servers have 1, 10 or 100 times the throughput.
Also, many developers are client developers where this is a not the problem it used to be. In 1990, when a game didn't fit into a few kB of memory or didn't ran fast enough, the developer assembler-optimized the hell out of it, today most of this doesn't matter except for the software everyone uses but noone writes (your ISPs webmail, dropbox, twitter and whatever internet site has enough users).