It should be stressed that "really slow" is relative. 1200 baud for text, specifically scrolling text, is really usable. You feel it much more if you're constantly repainting a screen (because now you're sending 2K of text over at 120 cps).
But scrolling simple prompts, simple menus, text messages are all fine at 1200 baud. That's faster than reading speed for most people. Systems were kept terse due to slower rates, but when it came down to actually "using" the systems, folks weren't typically shouting at their machines to go faster.
When BBSs became more focused on software than messaging, speed became a much bigger issue.
Latency of even a 300 baud modem is essentially instant, in some cases faster than modern heavily buffered cable modem services. Hit enter and it starts responding instantly.
People are used to a second or so latency on modern web pages, when shopping on amazon or whatever. Then they see a 300 baud modem vs a 30 megabit cable modem and think if "hit a key see response" takes a second at 30 megabits/sec then at 300 bits/sec 100K times slower, it must be "hit a key see response 100K seconds later" LOL no nothing like that at all.
UIs were generally lower latency aka "faster" back in the old days than they are now.
But yea. Once you got to 1200 baud; the phone line could fling text at you just beyond normal reading speed; if all it was doing is sending that. Add in a lot of ANSI or terminal escape codes, and it can feel a bit sluggish till 56kbps
Something similar exists for vi, but I don't know if Vim has it.
I wrote it with my brother.
https://github.com/PDP-10/supdup/blob/master/supdup.mss#L635
I posted this earlier about the Gosling Emacs screen redisplay algorithm. That was the code that RMS rewrote.
https://news.ycombinator.com/item?id=26114104
To be fair, RMS a right to fuss and complain, because UniPress did kind of pull the rug out from under him. The display update optimization code that Gosling wrote was pretty ugly but amazingly brilliant dynamic programming stuff, and it had a skull-and-crossbones warning in the comments.
RMS originally used the display update code from Gosling Emacs, but then rewrote it all from scratch for later versions of Gnu Emacs, after UniPress threatened him not to use it. As modems and networks became faster, and people started using window systems instead of terminals, having an "Ultra-hot screen management package" became less important. But it's a really cool algorithm, a great example of dynamic programming, and Gosling even published a paper about it!
https://news.ycombinator.com/item?id=22849522
James Gosling's Emacs screen redisplay algorithm also used similar "dynamic programming techniques" to compute the minimal cost path through a cost matrix of string edit operations (the costs depended i.e. on the number of characters to draw, length of the escape codes to insert/delete lines/characters, padding for slow terminals, etc). https://en.wikipedia.org/wiki/Gosling_Emacs
>Gosling Emacs was especially noteworthy because of the effective redisplay code, which used a dynamic programming technique to solve the classical string-to-string correction problem. The algorithm was quite sophisticated; that section of the source was headed by a skull-and-crossbones in ASCII art, warning any would-be improver that even if they thought they understood how the display code worked, they probably did not.
https://donhopkins.com/home/archive/emacs/skull-and-crossbon...
Trivia: That "Skull and Crossbones" ASCII art is originally from Brian Reid's Scribe program, and is not copyrighted.
https://donhopkins.com/home/archive/emacs/mw/display.c
/* 1 2 3 4 .... Each Mij represents the minumum cost of
+---+---+---+---+----- rearranging the first i lines to map onto
1 | | | | | the first j lines (the j direction
+---+---+---+---+----- represents the desired contents of a line,
2 | | \| ^ | | i the current contents). The algorithm
+---+---\-|-+---+----- used is a dynamic programming one, where
3 | | <-+Mij| | M[i,j] = min( M[i-1,j],
+---+---+---+---+----- M[i,j-1]+redraw cost for j,2
4 | | | | | M[i-1,j-1]+the cost of
+---+---+---+---+----- converting line i to line j);
. | | | | | Line i can be converted to line j by either
. just drawing j, or if they match, by moving
. line i to line j (with insert/delete line)
*/
https://donhopkins.com/home/documents/EmacsRedisplayAlgorith...https://dl.acm.org/doi/10.1145/1159890.806463
A redisplay algorithm, by James Gosling.
Abstract
This paper presents an algorithm for updating the image displayed on a conventional video terminal. It assumes that the terminal is capable of doing the usual insert/delete line and insert/delete character operations. It takes as input a description of the image currently on the screen and a description of the new image desired and produces a series of operations to do the desired transformation in a near-optimal manner. The algorithm is interesting because it applies results from the theoretical string-to-string correction problem (a generalization of the problem of finding a longest common subsequence), to a problem that is usually approached with crude ad-hoc techniques.
[...]
6. Conclusion
The redisplay algorithm described in this paper is used in an Emacs-like editor for Unix and a structure editor. It's performance has been quite good: to redraw everything on the screen (when everything has changed) takes about 0.12 seconds CPU time on a VAX 11/780 running Unix. Using the standard file typing program, about 0.025 seconds of CPU time are needed to type one screenful of text. Emacs averages about 0.004 CPU seconds per keystroke (with one call on the redisplay per keystroke).
Although in the interests of efficency we have stripped down algorithm 5 to algorithm 6 the result is still an algorithm which has a firm theoretical basis and which is superior to the usual ad-hoc approach.
More info:
Did you ever download or upload files?
>> scrolling simple prompts, simple menus, text messages are all fine at 1200 baud.
Yes, on a 80 column text screen, there was only so much you could see at a time. People who have only seen web pages with inline images at high resolution that load instantly would probably see 1200 baud as slow.
I did this for a while recently because I needed to access something over a serial port and it was not fun. 1200 is really slow.
E.g. I can refresh a TUI app using MacOS Terminal.app 30x a second using ncurses; but a naive wipe/redraw at that rate produces visible flickering and artifacts.
In the end I pumped the terminal speed up to 115k2 and it still felt very slow. Especially quickly paging through logfiles with 'less'. I remember spending part of my college days on green screen 9600 baud terminals (before they bought enough X terminals for everyone) and they felt snappy back in the day. And there was already a lot of TUI stuff going on back then. And in those days I didn't even know about gnu screen (or today's tmux) yet!
I think I've just gotten spoilt with today's computer performance.
I used 9600 setting up an rs/6000 last week, and it was fast enough that I didn't notice.
I live in a weird alternate universe.
I love that old stuff, and figuring out how to use their boot managers etc. On the Netras the configuration is actually stored on a smart card. Very cool.
This is an important distinction, because depending on the size of your town and how social you were, there was a good chance you might meet these people in real life. Imagine if everyone in this thread actually went out for a beer or played disc golf with each other every once in a while.
On the packet radio side it was even more fun because you could see all the packets flying through the air and you could 'eavesdrop' on other people's conversations. Which sounds worse than it is - on the CB it was already a given that conversations were public so everyone was already used to that. And it didn't require any wizardry, pretty much every program showed a running log of the packets received. We're talking 1200 baud so you could actually follow it. People would often send stuff by broadcast too (usually many times because of the high packet loss and the chance of people missing it).
In fact this really helped my early grasp of network tuning, messing with window and repeat timers to improve performance. Because it was all going in slow-motion you could really see the effects.
My brother would pick up the phone and yell into it to knock me offline.
BBSes were the gateway drug to MUDs for me. And even at 1200 baud a DIKUMUD was plenty playable.
Yup this is why I rerouted the phone line through my room and had it hooked up to a switch :P
It is really slow, with a text user interface or menu driven interface.
It might have a forum or text-only email that does not get updated very fast.
There are some files that you can download, but not very many (maybe a hundred), but it takes several minutes to download one file. You can upload files you want to share, but that takes several minutes per file as well.
There are some multiuser games, but in most cases only one or two users are playing at a time. One of my favorite was Trade Wars 2002: http://wiki.classictw.com/index.php?title=Jumpgate
It was not at all similiar to today's web and social media because each BBS was local (who had the money to call long distance for far away BBSes?), and it was so much slower than today's Internet speeds.
Seriously, BBSes over a 2400 baud or 9600 baud modem were so much slower than the data speeds that most cell networks offer today.
Another big factor was that calling BBSes used a phone line. If your family had a single phone line, it was in use when using the modem. No one could make or receive phone calls when you were online. This meant that serious BBS users and sysops running BBSes had multiple phone lines. Those who couldn't afford multiple phone lines were calling late at night when no one else was using the phone.