Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Contents
Cleaning Memory and Partial Stalls in Your Code
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
February 8, 2012
 
DICE 2012: Is the publishing model broken? [6]
 
Double Fine launches $400K Kickstarter for Schafer-led adventure game [1]
 
Gameloft Live app takes on discoverability challenges
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 8, 2012
 
Visceral Games Redwood Shores
Sr. Audio Artist-Visceral Games
 
Zindagi Games
Presentation/Game Programmer
 
2K Games
Public Relations Manager - 2K Games
 
Bigpoint
Front End UI Artist
 
Visceral Games Redwood Shores
Sr. Gameplay Engineer-Visceral Games
 
2K Marin
Level Designer
spacer
Latest Features
spacer View All spacer
 
February 8, 2012
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [30]
 
arrow Building the World of Reckoning [4]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [13]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [9]
 
arrow Building an iOS Hit: Phase 1 [11]
 
arrow Postmortem: Appy Entertainment's SpellCraft School of Magic [5]
 
arrow Talking Copycats with Zynga's Design Chief [82]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 8, 2012
 
The Devil Is in the Details of Action RPGs - Part One: The Logistics of Loot
 
Xbox LIVE Indie Games at it Again
 
Merging Waterfall and SCRUM [3]
 
Business Post Mortem: Wolf Toss: Pre-launch Planning & Blended CAC
 
Minmaxing - Is turn-based fun anymore? [53]
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features
  Cleaning Memory and Partial Stalls in Your Code
by Haim Barad [Postmortem]
Post A Comment Share on Twitter Share on Facebook RSS
 
 
December 21, 1999 Article Start Page 1 of 3 Next
 

This month, the Optimizations Corner gets "down and dirty" and starts examining many of the pitfalls that you might stumble into if you're not careful about microarchitecture. After all, a good way to slow down a fast computer is to write software that ignores the underlying microarchitecture. So, let's get those "glass jaws" in your code out of the way and let the raw speed of the machine shine through.

Koby Gottlieb is the Group Leader of the Media/VTune Group in Intel's Israel Design Center. Aside from being my supervisor (which explains the glowing remark I'm about to make), he's an expert in low-level code tuning for specific microarchitectures. In this article, he explains the concept of partial stalls and how it affects performance on modern dynamic execution microarchitectures, relevant to Pentium Pro, Pentium II, and Pentium III processors.


Maximize Your Application's Potential

Understanding the microarchitecture can help you develop high-performance applications for Intel architecture processors. Even though the application you developed for the Intel386 and Intel486 processors executes on the Pentium Pro, Pentium II, and Pentium III processors without requiring any code modification, optimization techniques combined with knowledge of the newest processor can help you tune your application to its greatest potential. In theory, a good compiler knows all about code generation strategy, but in practice, compilers are not perfect. In some cases the way we write our code forces the compiler to generate slow code, and in other cases the compiler is not as good as it could be. When writing assembly code we have no one to blame and therefore we should be aware of microarchitectural limitations. In this article I would like to highlight two aspects of performance problems: partial and MOB stalls.Detecting and fixing these problems in your code may help your application perform faster.

 
Article Start Page 1 of 3 Next
 
Comments


none
 
Comment:
 




UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.