With 64 bit address spaces, thread stacks should have GBs reserved by default, and programming with alloca should be encouraged. A lot of string and container work could be done at high performance with alloca and no frees if you don't let them escape.
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But one may not notice this if one is not profiling threads with an eye to maximizing performance.
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Passing memory between threads is annoying if the originating thread has to free it. But under this model, where nobody explicitly frees the memory (except the per-frame reset), there is no problem passing it between threads.
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That is very true. And from profiling in our case we determined this was not an issue. We used an atomic allocator which allows for a much improved sync performance. And the number of allocations was somewhat small.
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I never did anything on PS3 so I am not familiar with its memory characteristics. But I would say it is much worse to do this on a modern PC because cores can easily end up spending a lot of time fighting for ownership of that cache line.
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