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Re:Overhauling Mario 64's code to reach 30 FPS and render 6x... by nomel on Wednesday April 20, 2022 @07:58PM (#31104586)
> Then you can just start messing around and seeing what kinds of things make the number go down.

And this will almost certainly require a deep understanding of the instruction set, and dropping into inline ASM, periodically.

Re:Overhauling Mario 64's code to reach 30 FPS and render 6x... by panic on Wednesday April 20, 2022 @08:06PM (#31104636)
Optimizing memory layout and reducing allocations are pretty ISA-independent. But yeah, at some point you will have to start looking at the assembly to optimize further (even if only to know when to tell the compiler to stop inlining a function that causes tons of register spilling inside a tight loop).
Re:Overhauling Mario 64's code to reach 30 FPS and render 6x... by saagarjha on Thursday April 21, 2022 @06:37AM (#31107791)
In most cases there’s a lot you can do by just peeking at the source code. Almost all programs ship without having been run through a profiler at all.