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by Maxatar
705 days ago
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As someone who does quant trading professionally and game development as a hobby, they both are performance sensitive, but they emphasize different kinds of performance. Trading is about minimizing latency while video games are about maximizing bandwidth. Video games try to cram as much work as possible within about 16 milliseconds whereas for most trading algorithms 16 milliseconds is too slow to do anything, you want to process and produce a response to input within the span of microseconds, which is 3 orders of magnitude faster than a single frame in a video game. The problem spaces really are quite distinct in this respect and a lot of techniques from one space don't really carry over to the other. |
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It's not hard real-time like you're going to crash your car, but if you miss your deadline it causes an unacceptable and audible glitch.
I've always been a bit surprised that Jane Street uses OCaml. I know they've put a lot of attention into the GC, but it still seems fundamentally indeterminate in a way that would make most audio devs nervous.
[1]: http://www.rossbencina.com/code/real-time-audio-programming-...