In specific sectors I do think we will see more optimization. If you're working on cloud compute or AI training / large scale data processing, there will be a big focus on optimization as prices are very large at that scale and shortages have a bigger effect.
Also in gaming I think the next cycle will be different. Big game studios used to push for the best possible graphics that might require the newest consoles or high end gaming computers, but the next releases might not be as much of an upgrade. The next gen of consoles or graphics cards themselves might be delayed, or be less powerful, or be too expensive and flop, as chip manufacturing companies continue focus on more lucrative markets and leave average consumers behind.
In practice I expect most optimizations will come from "stop doing stupid stuff" and not "use fancy advanced algorithms." But that's a cynical perspective so don't be cynical like me.
If buyers can't afford the hardware anymore, the studios need to adjust. It's definitively possible to scale games down a lot. There are a few AAA games that were "dumbed down" for the Switch 1 (Hogwarts, cyberpunk, ...). And that's a really low-spec device.
There are two factors: existing gamers not able to afford upgrading. But also new gamers, that might only be able to afford much lower spec PCs than people who bought 2 years earlier.
Why games? Because there is a clear point where people stop buying games. Minimum hw specs are known before buying.
Some big-tech orgs (that have their own hardware) will take costs into account, but they already do that. The "optimization" is more likely to be business-optimizations; "this can be slower if it uses less memory", rather than inventing new stuff.
Note that I am excluding any of the big AI labs. They are definitely going to be working to figure out how to use less memory, but that's primarily not related to the direct cost.
So, this carefree attitude directly shapes all code that runs client-side (JS + native apps) since the only impact on the company is whatever happens on the dev's laptop. The rest of the impact is "free" since it's paid (in either money or in misery) by customers.
For server side, I also highly doubt it, as being more memory efficient on the server side has always had a benefit to the company who pays the bill. The only things that may change may be the relative cost, but if management comes and says "AWS bill going up, help?" devs will say "OK, we can find ways to save RAM, but the team won't be doing any new features or fixing any customer-facing bugs during that time" and management will say "Okie dokie, we'll just pay the bigger bill then."
Even then, a lot is required for most businesses to prioritize this (presumably) temporary issue at the cost of things like: participation in the AI race, other features, bug fixes, new markets etc.
Heck, sometimes software is so inefficient that it costs developer and tester productivity but a fix is not prioritized for years.
I still often notice that servers on Linux use <1GB of RAM even with relatively high use. I don't think that's really changed massively in 20 years.
And not all exorbitant RAM use is about sloppiness. Sometimes you can trade more RAM use for lower complexity. Bugs and development time were expensive. RAM was not. So sometimes there is calculation rather than sloppiness behind certain types of heavy RAM use.
I think Rust's rise in popularity will probably lead to some benefits.
Games will probably get more efficient but they're easier to scale down to the memory that's available.
Who’s going to tell them?
A web browser and the basic mobile app will be fine.
The iPhone 17 Pro has the most RAM and it's only 12GB. Hell the iPhone 16 Pro only had 8 GB. The vast majority of consumer cases don't need it. I doubt Apple and other manufacturers will go beyond that to keep prices down.
But I’m hopefully optimistic that we’ll see a renewed emphasis on speed and responsiveness, since users do notice that despite most products ignoring it.
Economics will invariably alleviate the memory crunch. It just takes long and requires a huge upfront CapEx.
They have been burned in the past and are hesitant to over invest, worried that the bubble might burst.
I expect high prices to stick around for a while, but I would be surprised if this was permanent.
Which means to me, that price pressure probably won't be the driving force for writing more memory efficient software.
For those who want, I expect AI to make it easier to do that, assuming it's done right, i.e. not vibe coding it.
If you have a subscription to The Economist, I recommend listening to this Money Talks podcast. They talk about the shortage and the economics behind it.
Can anything stop South Korea’s bull run?
https://www.economist.com/podcasts/2026/05/21/can-anything-s...
Besides, have you heard about "virtual memory" and "swapping"? Nowadays, SSDs (and especially NVMe) are quite fast, so thrashing is much less of an issue.
Computer: Rewrite this python code in Go. Make it memory efficient.
If we can insert "some" then Yes.
> use of more advanced algorithms and data structures that use less memory?
I don't think so.
At least at work there is a push to decrease memory usage but the way I've seen it playing out is not using some O(N) data structure instead of O(N lg(N)) per-say but instead replacing `int[]` with `byte[]` or in-lining some fields to remove some indirection costs.
"Programmers" don't make this decision, the product owner does.
Unless that changes we won't see any spike in optimization
“The new MacBook only has 8 gigs of sheep - we need to go resource-lean!!1!”
Those that didn't still won't
Yes. No. Yes.
I've worked in gamedev, helping ship code that ran on consoles. Nice fixed hardware targets. You OOM, you crash. We crashed a lot, and cut and saved and optimized and explicitly invoked the garbage collector twice on level transitions, because a single full scripting language GC doesn't work when finalizers must run to deref C++ objects to unroot script objects, and committed other horrific hacks.
The memory shortage may eventually impact fixed targets like this. Or the minspec publishers will swallow for fuzzier targets like "PC". But it takes awhile for new targets to roll out, and for newly bought PCs to make a significant dent on total percentage of PC ownership. Steam Machine's about to release with 16+8GB and while price and market saturation may be affected by the memory shortage, I'd be suprised if the actual spec changed.
> Maybe there will even be more interest in the invention and use of more advanced algorithms
Not for typical gamedev IMO. There the focus will be more on "reduce the amount of content loaded in memory simultaniously". That means less detail, smaller scale, or less variation. Going from 4096x4096 to 2048x2048 textures quarters your texture memory usage. The surface of meshes also has some square density nonsense going on. Basic animation tends to scale with bone count and keyframes, which are more linear, although shape keys are more per-vertex nonsense.
And of course, reusing the same mesh or texture multiple times doesn't use more memory, just more memory bandwidth.
Audio is more a factor of "how many sound effects (and variants) do we need preloaded just in case there's suddenly an event that triggers them".
These are the big ticket items for memory use and advanced algorithms don't help much. Rather, the algorithms help stretch whatever amount of memory you do have to provide the best amount of quality you can, and the small constant shift in total memory availability doesn't change the calculus for how important that is very much (which depending on the game ranges from "unimportant, everything fits in memory easily" to "critical, we're doing open world streaming and we've got terrabytes of raw data already, 16 vs 64GB of memory doesn't change that much")
> and data structures that use less memory?
Some bit packing type stuff comes up for smaller logical data structures in gamedev, and that can be useful for saving memory bandwidth, but I'm skeptical of how critical it is for total memory usage outside of the occasional Factorio.
The hackers doing the drone software in Ukraine will go to enormous lengths to get something onto Jetson Orin, but once it needs Thor? New cost model.
I think what the parent might be asking is whether the cost of DRAM will be passed along to the most powerless actor in the system, and that depends on whether it's a real competition (war, HFT) or a pillow fight between frenemies (consumer Internet, too big to fail AI lab).
Us liberals have this quaint idea that good referees make capitalism an adversarial contest instead of a rolodex contest, but that idea is out of fashion at the moment.