I expect a screen that supports or is designed for pen drawing to be somewhat more likely to be above 60Hz. All of these things are niche things that not many care about, but in any case, it’d be nice to be able to do better. And like with Formula 1 race cars, benefits from high-end techniques tend to trickle down to other more mainstream targets in time.
Bottleneck is in the input layer. While using a desktop computer look at the mouse cursor, now move the mouse - hardware accelerated 2D graphics, imperceptible latency.
Low latency thru orthogonal multiplexing https://www.youtube.com/watch?v=t1VcC9_yhc0
I recently had to do a proof of concept displaying a huge gantt chart (I really mean huge!).
Normally, 2D drawing has some disadvantages with textures and scaling/rotating.
This proof of concept included testing out various methods on the <canvas>, including both using WebGL and standard 2D calls.
To my surprise, I was able to get the standard 2D calls way faster, even with texturing and rotations (which I did not expect). All browsers (Chrome, Firefox, Edge, IE) do GPU optimizations with standard 2D canvas drawings.
Only when I was putting a shitload of different things on there (gantt chart looked more like a barcode at this point), the WebGL implementation started to outperform the 2D calls.
Remark that I didn't go into programming shaders. In the end, it wasn't necesarry since the normal canvas calls already supported plenty of performance.
Also remark that I'm not just some random dude with no experience. I'm creating a game dev tool https://rpgplayground.com, which runs fully in the browser using Haxe and the Kha graphics library, and made plenty of games during my career.
But that pretty much what we have now even on modern systems.
For desktop UI purposes (but not for games) GPU acceleration started to become critical only relatively recently - on high-DPI screens. Number of pixels jumped 9 times between 96 ppi and 320 ppi (Retina) screens. CPUs haven't changed that much in the time frame so you may experience slow rendering on otherwise perfect screen picture.
What profile? They did RAM to RAM DMA transfer exactly for video acceleration with the Agnus chip, which would access memory through DMA channels to perform 2D blitting.
What I think he was thinking about was Blitter in general, and not particular implementations using DMA controller. First Blitter accelerated 2D graphics I read about were done on Xerox Alto using microcode.
[1] https://en.wikipedia.org/wiki/X.Org_Server#2D_graphics_drive...
[2] https://en.wikipedia.org/wiki/Direct2D
[3] https://docs.microsoft.com/en-us/windows/win32/direct2d/comp...
The article and most discussion here however concerns rasterization, specifically path rendering, which is useful when rendering things like fonts and image formats like SVG. You use primitives such as lines and curves to form outlines of objects and then fill them. It's a problem that does not very easily translate into rendering textured triangles (which is what the GPU is best at) or copying/moving screen regions, so there's some work in doing it in a performant way still, and a lot of it typically happens on the CPU.
There's also a 3D fixed pipeline that was all that the first 3D GPUs could do and it is also removed from modern GPUs.
A game I still play to this day is called rFactor, and it runs much faster in DX9 mode than in DX8 or DX7 mode in my hardware. At the very least, it behaves that way in this week's test. This means my hardware doesn't have that old fixed pipeline.
Some people with old hardware can only run it with decent frame rate in DX7.
So the answer to your question is: yes, 2D has been accelerated since forever, but now we have general purpose 3D programmable video cards, and they are so good that now we only have general purpose 3D programmable video cards and the other forms of acceleration are obsolete.
Except for things like video codecs and DRM.
It's just that my Win3.1 computer was too slow for me to remember the acceleration.
Also remember the glorious Fury3 game.