Earlier quoted context omitted.
Out of interest, do you have any literature that you'd recommend instead?
On the software side I don't think HFT is as special a space as this paper makes it out to be.[1] Each year at cppcon there's another half-dozen talks going in depth on different elements of performance that cover more ground collectively than any single paper will. Similarly, there's an immense amount of formal literature and textbooks out of the game development space that can be very useful to newcomers looking fo…
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.