
Pete Brubaker (profile guided optimizer)
4.8K posts

Pete Brubaker (profile guided optimizer)
@pbrubaker
Principal Graphics Software Engineer @ Qualcomm ISPC contributor, machinist, welder, jack-of-all trades Ex. LucasArts/EA/ATVI/R*/Intel All opinions are my own.



@FFmpeg The performance of same functions implemented in intrinsics vs asm on ARM64









That’s too optimistic. You cannot design tech like this assuming an ideal best case scenario. It’ll choke when everyone comes together into a dense area in sight of each other. Your packet sizes will explode. Here’s what the worst case represents: 100k players being told what 100k other players are doing 128 times a second. Even if every update was only 8 bytes per player, that’s over 100 Terabits per second. You need a serious networking culling mechanism designed to cut this down to only 1/10,000th of this in the worst-case to get a potentially viable 10 Gbps. Fiddling around the edges with small gains won’t be enough. And the task is further exacerbated by the fact that you’re now needing to transfer the workload from the network to compute instead. You want distance-based updates? You must compute at least roughly how far everyone is from everyone else within that 8ms. That’s potentially O(N^2) itself. And what about chat messages? Those are going to take up a bunch of packet bytes too, which are already in short supply. You’ll need to of course cull out these messages by locality and clan too. And we haven’t even talked about anything dynamic in the environment. An MMOFPS on this scale is simply not possible. I can see 1024 players. Maybe even 2048 players. But not anything beyond that.



My talk from @BetterSoftwareC last week is up on youtube. I present my findings on thread synchronization and job systems that I learned while parallelizing the physics solver. youtube.com/watch?v=Kvsvd6…






Doing a talk about ISPC in Linköping :)




They changed the orientation of axis in ortho view in #UE5.6. Is the LUF coming here too?





