[sdiy] Quick C query

Veronica Merryfield veronica.merryfield at shaw.ca
Sun Nov 21 21:48:54 CET 2010


On 2010-11-21, at 12:35 PM, Thomas Strathmann wrote:

> On 11/21/10 21:24 , Veronica Merryfield wrote:
>>>> Obviously even if it's not strictly necessary, there's nothing wrong with
>>>> enthusiasts doing it to squeeze the last possible drop of performance out of
>>>> the hardware (which e.g. demo scene coders still do in the PC world).
>> 
>> Many professionals do it all the time although an equal number seem to think that buying a faster machine is a reasonable solution too.
> 
> In demo scene productions assembly is used mostly to cut down on the size although tools that compress the binary before release are more efficient. If assembly is needed for SIMD stuff they tend to use compiler intrinsics. Anyway, most of the time it's about faster GPUs with more memory and bigger memory bandwidth than about the CPU. And GPU programs are usually written in high level languages like HLSL and GLSL. Some people may cling to hand coding assembly but it's more a sentimental thing (or rather doing what one excells at instead of going through learning the intricate interplay between C/C++ code, the compiler, runtime system, binary format, and compression tools). On a related note: Design and being convenient for artists to work with usually trumps squeezing out the last drop of performance. In 4k and 64k productions size is more important than performance.


Once you start having systems with cache and memory that is slower than the processor, different schemes come into play - algorithms that can fit in cache operating on data in cache become important but then you can also get hit by OS cache flushes. Horses for course but any half decent software engineer should know what is going on and work accordingly, but many just churn out code and scratch their heads after.




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