A modern iPhone can capture at up to 48MP. If the performance scales linearly with pixel count, that would put tapping on a thumbnail to the full size being ready at over half a second. That's going to feel laggy. Now you can throw storage at the problem and pre-compute a downscaled intermediate, sure, but that doesn't fix it when you send the photo to someone else or whatever.
And competitive phones are doing 200mp captures (which is stupid in its own right but phone manufacturers and doing stupid things, name a more iconic duo)
we're in 2026, 240hz screens are becoming common. Nothing in the end-user experience should take more than 3-4ms. My personal goal when developing is keeping things at at least 60FPS and ideally 120 when building the whole stack with ASAN / UBSAN / stdlib's debug modes.
For instance when looking at this the first thing I thought was to try to make an installation which permanently recurses the codec's application on itself at each frame, to give the impression of a constantly moving landscape. Impossible on a smaller machine if computing a single frame takes 150ms.