You are viewing a single thread.
View all comments View context
46 points

Especially these days. Current-gen x86 architecture has all kinds of insane optimizations and special instruction sets that the Pentium I never had (e.g. SSE). You really do need a higher-level compiler at your back to make the most of it these days. And even then, there are cases where you have to resort to inline ASM or processor-specific intrinsics to optimize to the level that Roller Coaster Tycoon is/was. (original system specs)

permalink
report
parent
reply
2 points

I might be wrong, but doesn’t SSE require you to explicitly use it in C/C++? Laying out your data as arrays and specifically calling the SIMD operations on them?

permalink
report
parent
reply
5 points

There’s absolutely nothing you can do in C that you can’t also do in assembly. Because assembly is just the bunch of bits that the compiler generates.

That said, you’d have to be insane to write a game featuring SIMD instructions these days in assembly.

permalink
report
parent
reply
4 points

I think they meant the other way around, that if you wanted to use it in C/C++, you’d have to either use assembly or some specific SSE construct otherwise the compiler wouldn’t bother.

That probably was the case at one point, but I’d be surprised if it’s still the case. Though maybe that’s part of the reason why the Intel compiler can generate faster code. But I suspect it’s more of a case of better optimization by people who have a better understanding of how it works under the hood, and maybe better utilization of newer instruction set extensions.

SSE has been around for a long time and is present in most (all?) x86 chips these days and I’d be very surprised if gcc and other popular compilers don’t use it effectively today. Some of the other extensions might be different though.

permalink
report
parent
reply
3 points

Technically assembly is a human-readable, paper-thin abstraction of the machine code. It really only implements one additional feature over raw machine code and that’s labels, which prevents you from having to rewrite jump and goto instructions EVERY TIME you refactor upstream code to have a different number of instructions.

So not strictly the bunch of bits. But very close to it.

permalink
report
parent
reply
1 point

Honestly, I’m not 100% sure. I would bet that a modern compiler would just “do the right thing” but I’ve never written code in such a high performance fashion before.

permalink
report
parent
reply

RetroGaming

!retrogaming@lemmy.world

Create post

Vintage gaming community.

Rules:

  1. Be kind.
  2. No spam or soliciting for money.
  3. No racism or other bigotry allowed.
  4. Obviously nothing illegal.

If you see these please report them.

Community stats

  • 3.4K

    Monthly active users

  • 1.1K

    Posts

  • 8.8K

    Comments