Anecdotally, I've found that most performance hick-ups don't come from computation blocking the ui, but from rendering one part of the ui blocking every other part from rendering.
The solution to that being parallel or async paint/layout, which is something I never hear mentioned (probably because it's a really hard problem).
The solution to that being parallel or async paint/layout, which is something I never hear mentioned (probably because it's a really hard problem).