Not all streaming workloads involve I/O. When your source is in-memory and your transforms are pure functions, async machinery adds overhead without benefit. You're paying for coordination of "waiting" that adds no benefit.
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Uniform regions (solid backgrounds, smooth gradients) get stored as large blocks. Detailed regions (edges, textures) get subdivided into smaller blocks. You end up with a compressed representation that preserves detail where it exists and simplifies where it can.
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