August 21st, 2024

SIMD Matters

The article discusses SIMD's role in enhancing CPU performance in game development, particularly through graph coloring in Box2D, which improves processing efficiency and significantly outperforms scalar methods.

Read original articleLink Icon
SIMD Matters

The article discusses the implementation of SIMD (Single Instruction, Multiple Data) in game development, particularly in the Box2D physics engine. While SIMD is often seen as a key to enhancing CPU performance, its practical benefits can be elusive, especially in scenarios where operations are not easily parallelizable. The author highlights challenges in game physics, such as the need for piecemeal vector math and the random access bottleneck when dealing with contact constraints between bodies. To address these issues, the author introduces graph coloring as a method to group contact constraints that can be solved simultaneously using SIMD. This technique allows for efficient processing of multiple contact pairs without race conditions. The article details the implementation of graph coloring in Box2D, emphasizing its efficiency and the use of bitsets to manage contact constraints dynamically. Benchmark results demonstrate significant performance improvements with SIMD, showing that AVX2 and SSE2 implementations outperform scalar methods. The author concludes that while utilizing SIMD requires considerable effort, the performance gains justify the investment, enabling games to run faster and manage more complex physics interactions.

- SIMD can significantly enhance CPU performance in game physics.

- Graph coloring allows for efficient grouping of contact constraints for simultaneous processing.

- Benchmark results show that SIMD implementations (AVX2, SSE2) outperform scalar methods.

- The use of bitsets in graph coloring improves dynamic management of contact constraints.

- Implementing SIMD in game development is complex but yields substantial performance benefits.

Related

Using SIMD for Parallel Processing in Rust

Using SIMD for Parallel Processing in Rust

SIMD is vital for performance in Rust. Options include auto-vectorization, platform-specific intrinsics, and std::simd module. Balancing performance, portability, and ease of use is key. Leveraging auto-vectorization and intrinsics optimizes Rust projects for high-performance computing, multimedia, systems programming, and cryptography.

Scan HTML faster with SIMD instructions: .NET/C# Edition

Scan HTML faster with SIMD instructions: .NET/C# Edition

WebKit and Chromium enhance HTML content scanning with fast SIMD routines, boosting performance significantly. .NET8 now supports speedy SIMD instructions for C#, achieving impressive speeds comparable to C/C++ implementations.

Show HN: Simulating 20M Particles in JavaScript

Show HN: Simulating 20M Particles in JavaScript

This article discusses optimizing JavaScript performance for simulating 1,000,000 particles in a browser. It covers data access optimization, multi-threading with SharedArrayBuffers and web workers, and memory management strategies.

An SVE backend for astcenc (Adaptive Scalable Texture Compression Encoder)

An SVE backend for astcenc (Adaptive Scalable Texture Compression Encoder)

The implementation of a 256-bit SVE backend for astcenc shows performance improvements of 14% to 63%, utilizing predicated operations and scatter/gather instructions, with future work planned for SVE2.

CPU Dispatching: Make your code both portable and fast (2020)

CPU Dispatching: Make your code both portable and fast (2020)

CPU dispatching improves software performance and portability by allowing binaries to select code versions based on CPU features at runtime, with manual and compiler-assisted approaches enhancing efficiency, especially using SIMD instructions.

Link Icon 2 comments
By @shaggie76 - 5 months
> It is tempting to build a math library around SIMD hoping to get some performance gains. However, it often has no proven benefit ... For example, game play programmers often do a lot of piecemeal vector math. They are not chopping 8 carrots at once

Her point is well taken however we beat the odds on the PlayStation/3: I don't trust my memory to give a frame-time percentage but switching our "one carrot at a time" libraries from scalar to AltiVec made a measurable impact for not a lot of work.

We originally ported it all to SSE2 so that we'd hit GPFs for misaligned when testing on PC but whenever I compare with the Scalar version it's marginally better too so it's held up over time.

Conversely, we've recently found on the Nintendo Switch that NEON isn't a clear win; I suspect that the in addition to shuffling overhead you don't quite get "4 for the price of 1" like you seem to elsewhere, ie: if you're doing a 3D vectors or matrices padded into 4-float registers unused calculations in the fourth component have a cost.

So she's right -- chop 8 carrots at once if you can -- but sometimes (but not always) you can chop just 1 carrot faster with SIMD.

By @paulryanrogers - 5 months
Not sure I fully understood all that. Still a wonderful read. Angry Birds 29 will be even crazier! (If they even use Box2D anymore ... and if micro transactions and loot hadn't ruined the series.)