@GDCPresoReviews@mastodon.gamedev.place
2026-03-21 21:27 UTC
Each cycle can only issue a single one of these cache transactions. This is why cached SIMD loads are faster than cached scalar loads: the bottleneck isn't actually the throughput of the cache, but is instead the setup time of the cache transactions. You get 4x more data out of the cache per cycle than you would if you issued scalar loads. Wild!!!
The rest of the presentation was working through examples of some common algorithms on some common data structures.
5/6
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@GDCPresoReviews@mastodon.gamedev.place 2026-03-21 21:31
The main takeaways are mostly: - Linked lists defeat the out of order capabilities of the processor, and there's basically nothing you can do about it - The hardware is already optimized for iterating through arrays, so there's not really anything you can do to speed that up Review: 10/10 I learned a lot!!! The specific numbers aren't really relevant nowadays, but the approach he used to compare the throughput of different units, and how to measure, were really illustrative.