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Re:The C++20 Naughty and Nice List for Game Devs by anarazel on Monday December 25, 2023 @10:24AM (#38763338)
And the dispatch overhead will be a few orders of magnitude higher.
Re:The C++20 Naughty and Nice List for Game Devs by jzwinck on Monday December 25, 2023 @11:30AM (#38763865)
Passing a message via a shared memory queue (twice) is not 1000x slower than a non-inlineable function call.
Re:The C++20 Naughty and Nice List for Game Devs by anarazel on Monday December 25, 2023 @11:46AM (#38763997)
With the associated context switch it's bigger, if anything. Busy looping to wait if some memory changes isn't really viable for many scenarios.
Re:The C++20 Naughty and Nice List for Game Devs by gpderetta on Monday December 25, 2023 @11:42AM (#38763959)
That actually seems about the right order of magnitude.
Re:The C++20 Naughty and Nice List for Game Devs by kllrnohj on Monday December 25, 2023 @12:29PM (#38764375)
You're right, but that's also not the entire workload. You have to also wake up the remote process in some way and, depending on the expected duration, probably wake up for the response. On pretty much all major platforms that work is measured in 10s of microseconds, which puts you easily into the 1000x slower than a non-inlineable function call category.