It was Windows Terminal he wrote something faster than. Windows terminal was doing a whole GPU draw call per character (at 2x standard terminal height, 160x25, it was as many draw calls as a AAA game).
No matter what design choices you argue for there are always ways to be an idiot about the implementation
Which is an excellent argument for why the WT team should have done some benchmarking, identified that they have a really dumb O(M*N) bottleneck in their rendering code, and optimized it.
It is not an excellent argument for why 'clean code' is not a better fit for the other 99% of their codebase.
To me the interesting point is the reminder that there is an innate tension between going fast and being "clean" (i.e. maintanable/understandable). And once you are aware of it you can make your decisions in an informed way. Too often this tension is forgotten/ignored/dogmatically put to the back ("performance doesn't matter over cleanliness" and the likes).
Mind you, I'm also of the camp that performance is very secondary to cleanliness in modern enterprises, but I appreciate a reminder of just how much we are sacrificing on this altar.