I actively wonder whether arcane but potentially very high throughput designs like the SPEs would be more practical given today's tooling.https://twitter.com/pcwalton/status/1206627042843742210 …
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Replying to @jhripley
The other fun story about the PS3 I heard is that the superoptimizer was cloud-hosted, and it had a fixed amount of time it would run, so game devs found they could get better code if they submitted their compile jobs at like 3 AM because the servers wouldn’t be as loaded.
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Replying to @pcwalton
Back in the day I thought complaints about PS3 tooling vs XBox was just Windows games developers complaining about a lack of cushy IDEs and such. But I've heard so many awful stories like this since. "Here, you need to build a house, but all I'm giving you is mud and this spoon".
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It’s cool to see a real-world deployment of a superoptimizer though!
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