3 ms·
I wish benchmarks with sample means in the tens of nanoseconds weren't reported and compared by the arithmetic mean. These are not normal distributions and a 10
by krona 4y ago
I wish benchmarks with sample means in the tens of nanoseconds weren't reported and compared by the arithmetic mean. These are not normal distributions and a 10% improvement could just mean you improved the 99% percentile, which is quite typical in my experience given how skewed the distributions tend to be.
- uwuemu 4y ago... that awkward moment when video game tech reviewers like DigitalFoundry provide better benchmarks of video game performance than a tiny company like Microsoft does for its biggest inhouse programming ecosystem.
- kevingadd 4y agoVideo game performance is generally measured in milliseconds, not nanoseconds. The comparison would be if you were benchmarking things like physics sim updates on a per-object basis, or rendering on a per-triangle basis. Those would also be in nanoseconds. As a game dev you're typically operating in terms of things like 'rendering our UI is taking 0.5ms, can we get it lower so we have more time for the terrain?'
- svick 4y agoMany of the benchmarks are using BenchmarkDotNet, so consider reporting this to them: https://github.com/dotnet/BenchmarkDotNet/ https://github.com/dotnet/BenchmarkDotNet/.
- hermitdev 4y agoLooks like the author is explicitly excluding "Error", "StdDev", "Median", "RatioSD" from the ouput. It's in the setup[0]. I'm guessing the author omitted them for brevity. [0] https://devblogs.microsoft.com/dotnet/performance_improvements_in_net_7/#setup https://devblogs.microsoft.com/dotnet/performance_improvemen... edit: meant "excluding", not "including"