If I understand the article right, if this is an issue I think you can get around it by redesigning your approach to first retrieve the segment and segment length directly and then access the data within the segment like a traditional array, instead of going through your accessor functions every time. Should help with the problem a bit.
Well if you believe that, start up a video game with a framerate limiter and set your game's framerate limit to 10 fps and tell me how much you enjoy the experience. By default your game will likely be running at either 60 fps or 120 fps if you're vertical synced (depends on your monitor's refresh rate). Make sure to switch back and forth between 10 and 60/120 to compare.
Even your average movie captures at 24 hz. Again, very likely you've never actually just compared these things for yourself back to back, as I mentioned originally.
There's a problem when people who aren't very sensitive to latency and try and track it, and that is that their perception of what "instant" actually means is wrong. For them, instant is like, one second. For someone who cares about latency, instant is less than 10 milliseconds, or whatever threshold makes the difference between input and result imperceptible. People have the same problem judging video game framerates because they don't compare them back to back very often (there are perceptual differences between framerates of 30, 60, 120, 300, and 500, at the minimum, even on displays incapable of refreshing at these higher speeds), but you'll often hear people say that 60 fps is "silky smooth," which is not true whatsoever lol.
If you haven't compared high and low latency directly next to each other then there are good odds that you don't know what it looks like. There was a twitter video from awhile ago that did a good job showing it off that's one of the replies to the OP. It's here: https://x.com/jmmv/status/1671670996921896960
Sorry if I'm too presumptuous, however; you might be completely correct and instant is instant in your case.
I do some game development research on reddit sometimes, and with fairly high frequency I find the highest quality results are something like 10+ years old. Occasionally I find something insightful in more recent threads but it's often heavily downvoted or hidden; it almost seems like difficult-or-controversial-but-content-heavy-meaningful answers automatically get thrashed by readers.
There's thousands of video games for instance that are just blatantly obviously bad ideas but nevertheless get years of work put into them. This goes for any tier too, indies, AA, AAA, etc. Why? Still haven't figured that out, but I've seen way too much effort put into games that are destined to fail. I don't know where that drive comes from particularly in the indie space but I really wish I had it. Point is, the quality of an idea does not seem to be a major factor that constrains people from committing a ton of resources bringing it into reality.
Maybe you got in before they enshittified too :)?