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Re:The Sad Reality of Post-Mature Optimization by nickzoic on Sunday August 14, 2011 @02:15AM (#2882925)
The problem with postponing optimization is that getting really good performance out of a system sometimes depends on picking a particular underlying model, which may subject your system to some unexpected constraints.

For example, who remembers DOOM? The distinctive 2-1/2 D level designs were done that way to simplify rendering, as an optimization. That's how the rendering engine could run at a remarkable framerate on the hardware of the time. If ID had started off with a full 3D rendering system and said "well, it runs at 2 FPS, lets go design some levels, we'll optimize the rendering engine later" ... well, the game would have worked out quite differently.

Re:The Sad Reality of Post-Mature Optimization by justincormack on Sunday August 14, 2011 @08:21AM (#2883450)
Sure. Thats picking the right algorithm though, so rendering is O(n) say not O(n^2). But yes these things do make a huge difference.