In your mind would TSX support allow for parallelization of arbitrary UE4 gameplay code, or would it still be limited to specific optimization? Are you and the team considering any further changes to UE’s actor and ticking model to support easier parallelization?
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TSX only works on data that fits in the cache, and isn’t contended, so it’s not a solution for gameplay code. It is a very useful primitive for building higher-level concurrency frameworks such as software transactional memory.
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Throw in Transmeta-style dynamic binary translation to dynamically discover which code should use transactions versus which should use fine-grained atomics (those that fail commit often) and you’ve got yourself a pretty sweet system
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You said it best my dude.
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Just saw an AMD patent concerning transactional memory, so hopefully they’re finally dipping their toes in.
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Tim can you fix my account
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South asia server is what we are asking. Is it really that big of a deal for you guys?
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Looking forward for more. I'm still not sure how TM will transform the language, architecture and runtime space, especially in regards to performance. Will VLIW will make a comeback because of it?
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