By: Jukka Larja (roskakori2006.delete@this.gmail.com), June 4, 2022 12:15 am
Room: Moderated Discussions
Jan Wassenberg (jan.wassenberg.delete@this.gmail.com) on June 3, 2022 11:10 pm wrote:
> Eric Fink (eric.delete.delete@this.this.anon.com) on June 3, 2022 12:23 am wrote:
>
> > What I primarily have in mind is leveraging SIMD to make certain basic discrete
> > operations faster, rather then converting the entire logic to be data-parallel.
>
> Indeed we get best results from making everything data-parallel. Is
> there any particular hindrance besides having to rewrite/redesign?
Can there be any larger hindrance than having to rewrite/redesign? Most of the stuff (by lines of code or time spent writing the code) doesn't have enough data items to even theoretically be data-parallel. High percentage of code also doesn't live more than few days or weeks, so spending even little more time to write it than is necessary is generally a bad idea (this is likely a somewhat unusual aspect of game development though).
-JLarja
> Eric Fink (eric.delete.delete@this.this.anon.com) on June 3, 2022 12:23 am wrote:
>
> > What I primarily have in mind is leveraging SIMD to make certain basic discrete
> > operations faster, rather then converting the entire logic to be data-parallel.
>
> Indeed we get best results from making everything data-parallel. Is
> there any particular hindrance besides having to rewrite/redesign?
Can there be any larger hindrance than having to rewrite/redesign? Most of the stuff (by lines of code or time spent writing the code) doesn't have enough data items to even theoretically be data-parallel. High percentage of code also doesn't live more than few days or weeks, so spending even little more time to write it than is necessary is generally a bad idea (this is likely a somewhat unusual aspect of game development though).
-JLarja