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 articleThe 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.
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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.
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