~/talk

Optimization: a broad intro

Talkat Games Gathering 2023 Kyiv · 2023-08-03..08-06· [game-development]
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slides:none on file

High-level roadmap to find and fix real bottlenecks: use profilers like Unity profiler and Intel VTune plus GPU tools (RenderDoc, PIX) to measure actual function times and memory use, not guess. Treat optimization as diagnosis: profile, change, reprofile. Favor removing work over microtuning — “the fastest code is code that doesn’t run” — and prefer contiguous data structures and small call depth. Do back-of-the-envelope hardware math (example: target hardware can handle one million particles per frame) to decide if a problem is memory- or compute-bound.

AI-written summary · about

  1. 0:00Talk overview
  2. 1:14Performance optimization matters
  3. 3:21Console hardware constraints
  4. 6:30Diagnosing with profilers
  5. 11:25Optimization principles
  6. 13:10CPU architecture basics
  7. 15:15Memory bandwidth trade-offs
  8. 17:20Feasibility calculations
  9. 18:24Performance targets
  10. 19:05Optimization readiness
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