Very cool! Also, huh interesting. I’ve used rdtsc to measure cycle diffs but had no idea its execution takes that long. Is that common across architectures?
Assembly Hall of Shame
31–40 of 110 posts
Re: Assembly Hall of Shame
#32It’s crazy how computers still seem to get perceivably slow every few years, given how many instructions can be executed in 1ms. Shameful, even.. What’s that law called about programmers wasting all the compute on abstraction?
The new windows notepad is a disgrace
Re: Assembly Hall of Shame
#33Earlier quoted context omitted.
I remember reading once somewhere: If some app responds in 10ms or less, it is INTERACTIVE . makes you think.
It is literally impossible to respond to input in 10ms on most platforms, for various reasons. The USB input lag of 12-30ms and the 60Hz refresh rate of most monitors being just the first two.
Re: Assembly Hall of Shame
#34Re: Assembly Hall of Shame
#35> Trapped/emulated/virtualized instructions may only time the trap, not the handler.
But I feel like that 12ms write to an ACPI IO port at current leaderboard position 8 is probably trapping to SMM and being handled there.
Re: Assembly Hall of Shame
#36Very cool! Also, huh interesting. I’ve used rdtsc to measure cycle diffs but had no idea its execution takes that long. Is that common across architectures?
Re: Assembly Hall of Shame
#37Earlier quoted context omitted.
I remember reading once somewhere: If some app responds in 10ms or less, it is INTERACTIVE . makes you think.
It is literally impossible to respond to input in 10ms on most platforms, for various reasons. The USB input lag of 12-30ms and the 60Hz refresh rate of most monitors being just the first two.
I looked it up and it is .1 seconds (100ms)
The basic advice regarding response times has been about the same for thirty years [Miller 1968; Card et al. 1991]:
- 0.1 second is about the limit for having the user feel that the system is reacting instantaneously, meaning that no special feedback is necessary except to display the result.
- 1.0 second is about the limit for the user's flow of thought to stay uninterrupted, even though the user will notice the delay. Normally, no special feedback is necessary during delays of more than 0.1 but less than 1.0 second, but the user does lose the feeling of operating directly on the data.
- 10 seconds is about the limit for keeping the user's attention focused on the dialogue. For longer delays, users will want to perform other tasks while waiting for the computer to finish, so they should be given feedback indicating when the computer expects to be done. Feedback during the delay is especially important if the response time is likely to be highly variable, since users will then not know what to expect.
from Jakob Nielsen:
https://www.nngroup.com/articles/response-times-3-important-...
less readable but the original paper:
https://www.yusufarslan.net/sites/yusufarslan.net/files/uplo...
Re: Assembly Hall of Shame
#38Related, and linked in the readme: https://github.com/xoreaxeaxeax/smiiiiiiiiiiiiiiii (using the slow instructions to break SMI)
Re: Assembly Hall of Shame
#39Re: Assembly Hall of Shame
#40Earlier quoted context omitted.
It is literally impossible to respond to input in 10ms on most platforms, for various reasons. The USB input lag of 12-30ms and the 60Hz refresh rate of most monitors being just the first two.
I stand corrected. I looked it up and it is .1 seconds (100ms) The basic advice regarding response times has been about the same for thirty years [Miller 1968; Card et al. 1991]: - 0.1 second is about the limit for having the user feel that the system is reacting instantaneously, meaning that no special feedback is necessary except to display the result. - 1.0 second is about the limit for the user's flow of thought…
Humans can perceive much smaller latencies.
If you look at the Card & Miller reference, at least some humans can perceive differences in ~50ms vs 100ms latencies when typing (in my limited testing, it’s likely you can!). There’s some newer research I don’t have handy that I believe found error rates decreased and NSAT improved until around at least 30ms (if not 20ms).
On that note, humans can definitely distinguish 60hz vs 120hz reliably (about 8ms faster per frame).
Even faster: with a reference (eg when dragging on a touchscreen), humans can distinguish down to at least 1ms vs 10ms of latency: https://m.youtube.com/watch?v=vOvQCPLkPt4
And you can probably distinguish metronomes that are off by about 1-2ms. Much smaller for other things (like metronomes that slightly slower or faster than one another).
This is a special interest of mine XD