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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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Quadtree-based image compression formats and level-of-detail systems all work this way. Satellite imagery, terrain rendering, and geographic information systems use quadtree decomposition to serve data at varying resolutions: zoomed out, you see large coarse blocks; zoomed in, you see fine-grained tiles. The same principle extends to three dimensions (octrees) for volume rendering and 3D spatial indexing.

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