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@GDCPresoReviews@mastodon.gamedev.place

2026-04-27 03:20 UTC

This is interesting to me, because if I was given this problem, the way I would have done it would be to query the hardware counters at every function's start and end, by using the linker to wrap every function (presented here: https://gdcvault.com/play/1015727/Runtime-CPU-Performance-Spike-Detection). So I was interested to hear that Insomniac took a completely different approach. Review: 7/10 They said it took them 2 weeks of work, which seems like a good cost/benefit ratio. They also gave a couple examples of using it to improve real perf.

Replies (1)

  • @TomF@mastodon.gamedev.place 2026-04-27 03:53

    @GDCPresoReviews@mastodon.gamedev.place The problem is you're getting the behaviour of YOUR cache system. They wanted the one on the consoles (Jaguar) which is quite different. their system seems reasonable, but very slow. But hey if it runs overnight on 100 machines, maybe you don't care.

    Open ##2698056