Earlier quoted context omitted.
What item #3 tells you is that any performance gains in the last decade and a half you've experienced have been driven by multi-core, not faster processors. And that means Amdahl's Law is more important than Moore's Law these days. Uh or storage and networking? Not sure why you would leave that out, since they're the bottleneck in many programs. The slowest things are the first things you should optimize
Yeah... SSDs are so much faster than spinning disk it's not even funny. I literally refuse to run a machine that boots its main OS from spinning disk anymore. The 60 bucks to throw an SSD into it is so incredibly cheap for what you get. My wife's work gave her a (fairly basic but still fine) thinkpad - except they left the main drive as a fucking 5400rpm hdd. Then acted like assclowns when we repeatedly showed them t…
How “latency numbers everybody should know” decreased from 1990–2020
121–130 of 225 posts
Re: How “latency numbers everybody should know” decreased from 1990–2020
#122Earlier quoted context omitted.
It's pretty remarkable that, for efficient data processing, it's super super important to care about memory layout / cache locality in intimate detail, and this will probably be true until something fundamental changes about our computing model. Yet somehow this is fairly obscure knowledge unless you're into serious game programming or a similar field.
> Yet somehow this is fairly obscure knowledge unless you're into serious game programming or a similar field. Because the impact in optimizing hardware like that can be not so important in many applications. Getting the absolute most out of your hardware is very clearly important in game programming, but web apps where scale being served is not huge (vast majority)? Not so much. And in this context developer time is…
I think the biggest challenge is that designing these new types of games is going to be extremely hard. Very few people are actually able to design performance intensive applications from the ground up outside of well-scoped paradigms (at least web servers, databases, and desktop games have a lot of prior art and existing tools). Cloud native games have almost no prior art and almost limitless possibilities for how they could be designed and implemented, including as I mentioned even novel hardware.
Re: How “latency numbers everybody should know” decreased from 1990–2020
#123Earlier quoted context omitted.
TBH I don't think cloud gaming is a long term solution. It might be a medium term solution for people with cheap laptops but eventually the chip in cheap laptops will be able to produce photo realistic graphics and there will be no point going any further than that
Photo realistic graphics ought to be enough for anybody? This seems unlikely, there's so many aspects to graphical immersion that there's still plenty of room for improvement and AAA games will find them. Photo realistic graphics is a rather vague target, it depends on what and how much you're rendering. Then you need to consider that demand grows with supply, with eg. stuff like higher resolutions, even higher refre…
We have seen there are so many aspects of computing where once it’s good enough, it’s good enough. Like how onboard DACs got good enough that even the cheap ones are sufficient and the average user would never buy an actual sound card or usb dac. Even though the dedicated one is better, it isn’t that much better.
Re: How “latency numbers everybody should know” decreased from 1990–2020
#124The "commodity network" thing is kind of weird. I'd expect that to make a 10x jump when switches went from Fast Ethernet to Gigabit (mid-late 2000s?) and then nothing. I certainly don't feel like they've been smoothly increasing in speed year after year. I'm also curious about those slow 1990s SSDs.
I was curious too, the network one is a TODO: https://github.com/colin-scott/interactive_latencies/blob/ma... Although I'd expect more jumps than Fast Ethernet to Gigabit, it's true the consumer space is kind of stuck on Gigabit (with 2.5 GbE just becoming more common now). Datacenters have had at least 10 GbE for many years.
Re: How “latency numbers everybody should know” decreased from 1990–2020
#125Earlier quoted context omitted.
> Yet somehow this is fairly obscure knowledge unless you're into serious game programming or a similar field. Because the impact in optimizing hardware like that can be not so important in many applications. Getting the absolute most out of your hardware is very clearly important in game programming, but web apps where scale being served is not huge (vast majority)? Not so much. And in this context developer time is…
TBH I don't think cloud gaming is a long term solution. It might be a medium term solution for people with cheap laptops but eventually the chip in cheap laptops will be able to produce photo realistic graphics and there will be no point going any further than that
Re: How “latency numbers everybody should know” decreased from 1990–2020
#126Re: How “latency numbers everybody should know” decreased from 1990–2020
#127I wonder what kind of implications this has for designing databases... or swap files.
Re: How “latency numbers everybody should know” decreased from 1990–2020
#128An instructive thing here is that a lot of stuff has not improved since ~2004 or so, and working around those things that have not improved (memory latency from ram all the way down to l1 cache really) requires fine control of memory layout and minimizing cache pollution, which is difficult to do with all of our popular garbage collected languages, even harder with languages that don't offer memory layout controls, a…
It’s interesting that L2 cache has basically been steady at 2MB/core since 2004 aswell. It hasn’t changed speed in that time, but is still an order of magnitude faster than memory across that whole timeframe. Does this suggest that the memory speed bottleneck means that there simply hasn’t been a need to increase availability of that faster cache?
What you can conclude is that 0.5MB-2MB and 12-15 cycles of latency has been a steady sweet spot for L2 size for twenty years.
Sidebar: it was a property of caches. 3D assembly may upend the local optima.
Re: How “latency numbers everybody should know” decreased from 1990–2020
#129Re: How “latency numbers everybody should know” decreased from 1990–2020
#130An instructive thing here is that a lot of stuff has not improved since ~2004 or so, and working around those things that have not improved (memory latency from ram all the way down to l1 cache really) requires fine control of memory layout and minimizing cache pollution, which is difficult to do with all of our popular garbage collected languages, even harder with languages that don't offer memory layout controls, a…
It's pretty remarkable that, for efficient data processing, it's super super important to care about memory layout / cache locality in intimate detail, and this will probably be true until something fundamental changes about our computing model. Yet somehow this is fairly obscure knowledge unless you're into serious game programming or a similar field.