Nice: way faster link times, both incremental and full, in VS 2019. (Not sure if there's any improvement for LTCG though?) https://devblogs.microsoft.com/cppblog/improved-linker-fundamentals-in-visual-studio-2019/ …
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Replying to @Reedbeta
It’s awesome to see Visual Studio team using a big game engine to do their benchmarks. Unfortunately UE4 is not the heaviest test case for general VS performance. Frostbite was much heavier: 400-600 projects in the solution and using built in build system.
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Replying to @YuriyODonnell
If anyone wants to hook up the VS team with a copy of Frostbite source, I'm sure they'd be happy to take it
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Replying to @Reedbeta
When I was there, we shared at least the generated project files. Don’t think it’s necessary to actually provide source.
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Replying to @YuriyODonnell
You mean the object files, for looking at linker perf?
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Replying to @Reedbeta @YuriyODonnell
At a given point there’s also the responsibility of the teams, it’s not that compilers should endlessly chase code though. Faster compilers and hardware shouldn’t be a workaround to code bloat and lack of modularity
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Ah 'modularity' - now I'm getting flashbacks too three wasted years and irreparable damage
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Replying to @bionicbeagle @kenpex and
Heh. We had a similar “modularity” thing here, that was with very mixed results too :/
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Replying to @aras_p @bionicbeagle and
Modularity is the programmer equivalent of wanting a pony. It sounds all nice and fun but then you have to shovel the pony shit.
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Replying to @TimSweeneyEpic @aras_p and
I'm interested in this: could you be so kind a lecture about the cons of modularity? Maybe a blog post kind case you know one. Thanks!!!
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TLDR: Modularity is a great tool for separating separate concerns, but don’t try to separate inseparate concerns. When you try to do the later, you find yourself creating unabstract abstractions.
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