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[return to "Valve reveals it’s the architect behind a push to bring Windows games to Arm"]
1. the__a+AW2[view] [source] 2025-12-03 18:02:59
>>evolve+(OP)
Does anyone know what the limfac is? The machine code produced is of course different on different CPU arches, but isn't this handled at the compiler level? I.e. lower level than game devs worry about.

The exception I see is if SIMD intrinsics.

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2. 12_thr+We3[view] [source] 2025-12-03 19:33:45
>>the__a+AW2
> isn't this handled at the compiler level? I.e. lower level than game devs worry about.

But game devs (at least of a certain type) are notorious for thinking about low-level hardware performance right from the start. As a class I'm pretty sure game devs use godbolt much, much more than your typical developer.

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3. butz+Xn3[view] [source] 2025-12-03 20:13:57
>>12_thr+We3
Sadly, nowadays very few, if any, game developers care about performance or optimizations. Look at recent headline about "Helldivers 2 devs slash install size from 154GB to 23GB" and it was done by simply deduplicating assets. Gone are the days of finding inredible ways to use less opcodes that game would feel smoother.
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4. Yokolo+vE3[view] [source] 2025-12-03 21:35:46
>>butz+Xn3
I think we can all agree that performance is often an afterthought to game developers, particular in bigger productions, but HD2 is sort of a bad example for that.
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