Or 128K of ram and 400 kb disk for that matter.
Or 32K of RAM and 64KB disk for that matter.
What's your point? That the industry and what's commonly available gets bigger?
For example, NVIDIA GPU drivers are typically around 800M-1.5G.
That math actually goes wildly in the opposite direction for an optimization argument.
That said, OSs came with a lot less stuff then.
I prefer to use additional RAM and disk for data not code
They also pack in a lot of game-specific optimizations for whatever reason. Could likely be a lot smaller without those.
Sure we could go back... Maybe we should. But there are lots of stuff we take for granted to day that were not available back then.
Probably not due to DMA buffers. Maybe a headless machine.
But would be funny to see.
P.S. I should probably mention that there wasn't room in the ROM for the vector fonts; these needed to be loaded from some other medium.
It's hinted at in this tutorial, but you'd have to go through the Programmer's Reference Manual for the full details: https://www.stevefryatt.org.uk/risc-os/wimp-prog/window-theo...
RISC OS 3.5 (1994) was still 2MB in size, supplied on ROM.
In 1985, and with 512K of RAM. It was very usable for work.
Games used either 320h or 640h resolutions, 4 bit or fake 5 bit known as HalfBrite, because it was basically 4 bit with the other 16 colors being same but half brightness. The fabled 12-bit HAM mode was also used, even in some games, even for interactive content, but it wasn't too often.
The EGA (1984) and VGA (1987) could conceivably be considered a GPU although not turning complete. EGA had 64, 128, 192, or 256K and VGA 256K.
The 8514/A (1987) was Turing complete although it had 512kB. The Image Adapter/A (1989) was far more powerful, pretty much the first modern GPU as we know them and came with 1MB expandable to 3MB.
If you were someone special, you got 1024x768.