3 ms·
One thing I’d add is in games the workload is known in a way that other general applications don’t have. In this case you can think of the work as “preloading”
by evanmoran 5y ago
One thing I’d add is in games the workload is known in a way that other general applications don’t have. In this case you can think of the work as “preloading” where the allocations / disk reading can happen several seconds before they are needed for rendering or physics/collision. This is a pretty cool special case as it means you can hit your allocation targets before you need it giving the best of both worlds: the cache coherence in arrays, and perfect framerate because you have far fewer memory allocations focused on known game events (cinematic transitions, enemy changes, or map streaming boundries, etc)