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by astrange
842 days ago
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Note "faster" is not the only thing to optimize for, and it (wall clock time) is actually a bit unusual as it doesn't represent an exhaustible resource. That is, if you have a rarely used slow part of the system, that might make it seem unimportant, but not if running it uses all the disk space or drains your phone battery. Even if that doesn't happen, there are things you can optimize in the unimportant parts - you can optimize them getting out of the way of the rest of the system, like by having smaller code size and not stomping all over caches. |
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That is very true! I simply think of it first because it is often the biggest problem at my work. One of the extreme exceptions was optimising Wavetale for the Nintendo Switch, where we had to decrease memory usage from over 20GiB to below 3GiB.
> <time> is actually a bit unusual as it doesn't represent an exhaustible resource.
Not in the context of game development, however! There you typically don't care about wall time. Instead, you work towards a set frame rate meaning you have a set slice of time (usually 16.7 or 33.3 ms) to go through the entire game and render loop each time.