![]() There were also some particular quirks of the hardware that compounded these problems and made certain things usually considered cheap or even optimizations very expensive like converting between floats and ints, shifting by non constant amounts or mixing SIMD code with traditional floating point. The cost of things like if statements, function calls, virtual function calls and jumping around in memory were relatively much higher than people were used to. ![]() Generally you paid a significantly higher penalty for branching and for cache misses than people were used to and that meant changing the way you designed and wrote code. Launch your Valve game From the main menu select. There was also a much bigger gap between performance of a debug build and release build than people were used to, to the extent that debug builds could be completely unplayable. First we need to get into the so called Developer Console, which is relatively easy for most Valve games. There was a much bigger gap between the theoretical performance the hardware was capable of and the real world performance of typical code people were used to writing or had in their existing codebases. It made many things slower than you would expect.
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