By: Jukka Larja (roskakori2006.delete@this.gmail.com), May 20, 2022 9:34 am
Room: Moderated Discussions
Eugene Nalimov (eugene.nalimov.delete@this.msn.dot.com) on May 19, 2022 10:25 pm wrote:
> Jukka Larja (roskakori2006.delete@this.gmail.com) on May 19, 2022 5:56 am wrote:
>
> > [...] practically[1] no-one has come up with a good way for games to use (CPU) SIMD.
> >
> > [1] I can't name a single example, but there are thousands of indie games. Surely some
> > of them make good use of CPU SIMD. Not necessarily AVX-512, but maybe at least SSE.
> >
> > -JLarja
>
> Games on XBox 360 were using SIMD vectors a lot. I worked in the compiler
> group for XBox and we compiled lot of games testing compiler changes.
I'd like to have some examples. Games on PS3 also used SIMD a lot (at least relatively speaking), but that was because GPU was bad (compared to current ones), so much of the now-obviously-on-GPU code was run on CPU. Using SIMD for something that today makes more sense to run on GPU isn't really relevant anymore.
-JLarja
> Jukka Larja (roskakori2006.delete@this.gmail.com) on May 19, 2022 5:56 am wrote:
>
> > [...] practically[1] no-one has come up with a good way for games to use (CPU) SIMD.
> >
> > [1] I can't name a single example, but there are thousands of indie games. Surely some
> > of them make good use of CPU SIMD. Not necessarily AVX-512, but maybe at least SSE.
> >
> > -JLarja
>
> Games on XBox 360 were using SIMD vectors a lot. I worked in the compiler
> group for XBox and we compiled lot of games testing compiler changes.
I'd like to have some examples. Games on PS3 also used SIMD a lot (at least relatively speaking), but that was because GPU was bad (compared to current ones), so much of the now-obviously-on-GPU code was run on CPU. Using SIMD for something that today makes more sense to run on GPU isn't really relevant anymore.
-JLarja