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One notable exception from that list is the PS3. That thing was a real bastard to write for but if you managed to vectorize things properly it did really go at
by vvanders 6y ago
One notable exception from that list is the PS3. That thing was a real bastard to write for but if you managed to vectorize things properly it did really go at a good clip.
One fun thing was optimizing for the SPUs meant that your code was really cache coherent and usually saw significant gains on all platforms. Of course most people at that time wrote for PC+360 first and entered a world of pain when PS3 came along.
If there's one lesson to take away it's always build for your most constrained platforms first. There's still a few funky architectures out there(RPi I'm looking at you[1]) so it's always worth understanding where the hardware constraints in your system can come back to cause havok.
[1] https://www.raspberrypi.org/documentation/configuration/config-txt/memory.md https://www.raspberrypi.org/documentation/configuration/conf...
- Narishma 6y ago> cache coherent What do you mean by this?