SlideShare a Scribd company logo
Data-Oriented Design and 
C++ 
Mike Acton 
Engine Director, Insomniac Games 
@mike_acton
A bit of background…
What does an “Engine” team do?
Runtime systems 
e.g. 
• Rendering 
• Animation and gestures 
• Streaming 
• Cinematics 
• VFX 
• Post-FX 
• Navigation 
• Localization 
• …many, many more!
Development tools 
e.g. 
• Level creation 
• Lighting 
• Material editing 
• VFX creation 
• Animation/state machine editing 
• Visual scripting 
• Scene painting 
• Cinematics creation 
• …many, many more!
What’s important to us?
What’s important to us? 
• Hard deadlines
What’s important to us? 
• Hard deadlines 
• Soft realtime performance requirements (Soft=33ms)
What’s important to us? 
• Hard deadlines 
• Soft realtime performance requirements (Soft=33ms) 
• Usability
What’s important to us? 
• Hard deadlines 
• Soft realtime performance requirements (Soft=33ms) 
• Usability 
• Performance
What’s important to us? 
• Hard deadlines 
• Soft realtime performance requirements (Soft=33ms) 
• Usability 
• Performance 
• Maintenance
What’s important to us? 
• Hard deadlines 
• Soft realtime performance requirements (Soft=33ms) 
• Usability 
• Performance 
• Maintenance 
• Debugability
What languages do we use…?
What languages do we use…? 
• C 
• C++ 
• Asm 
• Perl 
• Javascript 
• C#
What languages do we use…? 
• C 
• C++  ~70% 
• Asm 
• Perl 
• Javascript 
• C#
What languages do we use…? 
• C 
• C++  ~70% 
• Asm 
• Perl 
• Javascript 
• C# 
• Pixel shaders, vertex shaders, geometry shaders, compute shaders, …
We don’t make games for Mars but…
How are games like the Mars rovers?
How are games like the Mars rovers? 
•Exceptions
How are games like the Mars rovers? 
•Exceptions 
•Templates
How are games like the Mars rovers? 
•Exceptions 
•Templates 
• Iostream
How are games like the Mars rovers? 
•Exceptions 
•Templates 
• Iostream 
• Multiple inheritance
How are games like the Mars rovers? 
•Exceptions 
•Templates 
• Iostream 
• Multiple inheritance 
•Operator overloading
How are games like the Mars rovers? 
•Exceptions 
•Templates 
• Iostream 
• Multiple inheritance 
•Operator overloading 
•RTTI
How are games like the Mars rovers? 
•No STL
How are games like the Mars rovers? 
•No STL 
•Custom allocators (lots)
How are games like the Mars rovers? 
•No STL 
•Custom allocators (lots) 
•Custom debugging tools
Is data-oriented even a thing…?
Data-Oriented Design Principles 
The purpose of all programs, 
and all parts of those 
programs, is to transform 
data from one form to 
another.
Data-Oriented Design Principles 
If you don’t understand the 
data you don’t understand 
the problem.
Data-Oriented Design Principles 
Conversely, understand the 
problem by understanding 
the data.
Data-Oriented Design Principles 
Different problems require 
different solutions.
Data-Oriented Design Principles 
If you have different data, 
you have a different 
problem.
Data-Oriented Design Principles 
If you don’t understand the 
cost of solving the problem, 
you don’t understand the 
problem.
Data-Oriented Design Principles 
If you don’t understand the 
hardware, you can’t reason 
about the cost of solving the 
problem.
Data-Oriented Design Principles 
Everything is a data 
problem. Including usability, 
maintenance, debug-ability, 
etc. Everything.
Data-Oriented Design Principles 
Solving problems you 
probably don’t have creates 
more problems you 
definitely do.
Data-Oriented Design Principles 
Latency and throughput are 
only the same in sequential 
systems.
Data-Oriented Design Principles 
Latency and throughput are 
only the same in sequential 
systems.
Data-Oriented Design Principles 
Rule of thumb: Where there 
is one, there are many. Try 
looking on the time axis.
Data-Oriented Design Principles 
Rule of thumb: The more 
context you have, the better 
you can make the solution. 
Don’t throw away data you 
need.
Data-Oriented Design Principles 
Rule of thumb: NUMA 
extends to I/O and pre-built 
data all the way back 
through time to original 
source creation.
Data-Oriented Design Principles 
Software does not run in a 
magic fairy aether powered 
by the fevered dreams of CS 
PhDs.
Is data-oriented even a thing…? 
…certainly not new ideas. 
…more of a reminder of first principles.
…but it is a response to the culture of 
C++
…but it is a response to the culture of 
C++ 
…and The Three Big Lies it has engendered
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
i.e. Programmer’s job is NOT to write code; 
Programmer’s job is to solve (data transformation) problems
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
A simple example…
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
Data oriented design and c++
Solve for the most common case first, 
Not the most generic.
“Can’t the compiler do it?”
A little review…
(AMD Piledriver) 
http://www.agner.org/optimize/instruction_tables.pdf
(AMD Piledriver) 
http://www.agner.org/optimize/instruction_tables.pdf
http://research.scee.net/files/presentations/gcapaustralia09/Pitfalls_of_Object_Oriented_Programming_GCAP_09.pdf
http://www.gameenginebook.com/SINFO.pdf
The Battle of North Bridge 
L1 
L2 
RAM
L2 cache misses/frame 
(Most significant component)
Not even including shared memory modes… 
Name 
GPU-visible 
Cached 
GPU Coherent 
Heap-cacheable No Yes No 
Heap-write-combined No No No 
Physical-uncached ? No No 
GPU-write-combined Yes No No 
GPU-write-combined-read-only Yes No No 
GPU-cacheable Yes Yes Yes 
GPU-cacheable-noncoherent-RO Yes Yes No 
Command-write-combined No No No 
Command-cacheable No Yes Yes
http://deplinenoise.wordpress.com/2013/12/28/optimizable-code/
Data oriented design and c++
2 x 32bit read; same cache line = ~200
Float mul, add = ~10
Let’s assume callq is replaced. Sqrt = ~30
Mul back to same addr; in L1; = ~3
Read+add from new line 
= ~200
Time spent waiting for L2 vs. actual work 
~10:1
Time spent waiting for L2 vs. actual work 
~10:1 
This is the compiler’s space.
Time spent waiting for L2 vs. actual work 
~10:1 
This is the compiler’s space.
Compiler cannot solve the most 
significant problems.
Today’s subject: 
The 90% of problem space we 
need to solve that the compiler 
cannot. 
(And how we can help it with the 10% that it can.)
Simple, obvious things to look for 
+ Back of the envelope calculations 
= Substantial wins
L2 cache misses/frame 
(Don’t waste them!)
Waste 56 bytes / 64 bytes
Waste 60 bytes / 64 bytes
90% waste!
Alternatively, 
Only 10% capacity used* 
* Not the same as “used well”, but we’ll start here.
Data oriented design and c++
12 bytes x count(5) = 72
12 bytes x count(5) = 72 
4 bytes x count(5) = 20
12 bytes x count(32) = 384 = 64 x 6 
4 bytes x count(32) = 128 = 64 x 2
12 bytes x count(32) = 384 = 64 x 6 
4 bytes x count(32) = 128 = 64 x 2 
(6/32) = ~5.33 loop/cache line
12 bytes x count(32) = 384 = 64 x 6 
4 bytes x count(32) = 128 = 64 x 2 
(6/32) = ~5.33 loop/cache line 
Sqrt + math = ~40 x 5.33 = 213.33 cycles/cache line
12 bytes x count(32) = 384 = 64 x 6 
4 bytes x count(32) = 128 = 64 x 2 
(6/32) = ~5.33 loop/cache line 
Sqrt + math = ~40 x 5.33 = 213.33 cycles/cache line 
+ streaming prefetch bonus
12 bytes x count(32) = 384 = 64 x 6 
4 bytes x count(32) = 128 = 64 x 2 
(6/32) = ~5.33 loop/cache line 
Sqrt + math = ~40 x 5.33 = 213.33 cycles/cache line 
+ streaming prefetch bonus 
Using cache line to capacity* = 
10x speedup 
* Used. Still not necessarily as 
efficiently as possible
In addition… 
1. Code is maintainable 
2. Code is debugable 
3. Can REASON about cost of change 
(6/32) = ~5.33 loop/cache line 
Sqrt + math = ~40 x 5.33 = 213.33 cycles/cache line 
+ streaming prefetch bonus
In addition… 
1. Code is maintainable 
2. Code is debugable 
3. Can REASON about cost of change 
Ignoring inconvenient facts is not engineering; 
It’s dogma. 
(6/32) = ~5.33 loop/cache line 
Sqrt + math = ~40 x 5.33 = 213.33 cycles/cache line 
+ streaming prefetch bonus
bools in structs… (3) Extremely low information density
bools in structs… (3) Extremely low information density 
How big is your cache line?
bools in structs… (3) Extremely low information density 
How big is your cache line? 
What’s the most commonly accessed data? 
64b?
How is it used? What does it generate? (2) Bools and last-minute decision making
MSVC
MSVC 
Re-read and re-test… 
Increment and loop…
Re-read and re-test… 
Increment and loop… 
Why? 
Super-conservative aliasing rules…? 
Member value might change?
What about something more aggressive…?
Test once and return… 
What about something more aggressive…?
Okay, so what about…
…well at least it inlined it?
MSVC doesn’t fare any better…
(4) Ghost reads and writes 
Don’t re-read member values or re-call functions when 
you already have the data.
BAM!
:(
(4) Ghost reads and writes 
Don’t re-read member values or re-call functions when 
you already have the data. 
Hoist all loop-invariant reads and branches. Even super-obvious 
ones that should already be in registers.
:)
:) 
A bit of unnecessary branching, but more-or-less equivalent.
(4) Ghost reads and writes 
Don’t re-read member values or re-call functions when 
you already have the data. 
Hoist all loop-invariant reads and branches. Even super-obvious 
ones that should already be in registers. 
Applies to any member fields especially. 
(Not particular to bools)
(3) Extremely low information density
(3) Extremely low information density 
What is the information density for is_spawn 
over time?
(3) Extremely low information density 
What is the information density for is_spawn 
over time? 
The easy way.
Data oriented design and c++
Zip the output 
10,000 frames 
= 915 bytes 
= (915*8)/10,000 
= 0.732 bits/frame
Zip the output 
10,000 frames 
= 915 bytes 
= (915*8)/10,000 
= 0.732 bits/frame 
Alternatively, 
Calculate Shannon Entropy:
(3) Extremely low information density 
What does that tell us?
(3) Extremely low information density 
What does that tell us? 
Figure (~2 L2 misses each frame ) x 10,000 
If each cache line = 64b, 
128b x 10,000 = 1,280,000 bytes
(3) Extremely low information density 
What does that tell us? 
Figure (~2 L2 misses each frame ) x 10,000 
If each cache line = 64b, 
128b x 10,000 = 1,280,000 bytes 
If avg information content = 0.732bits/frame 
X 10,000 = 7320 bits 
/ 8 = 915 bytes
(3) Extremely low information density 
What does that tell us? 
Figure (~2 L2 misses each frame ) x 10,000 
If each cache line = 64b, 
128b x 10,000 = 1,280,000 bytes 
If avg information content = 0.732bits/frame 
X 10,000 = 7320 bits 
/ 8 = 915 bytes 
Percentage waste (Noise::Signal) = 
(1,280,000-915)/1,280,000
What’re the alternatives?
(1) Per-frame…
(1) Per-frame… 
(decision table) 
1 of 512 (8*64) bits used…
(1) Per-frame… 
(decision table) 
1 of 512 (8*64) bits used… 
(a) Make same decision x 512
(1) Per-frame… 
(decision table) 
1 of 512 (8*64) bits used… 
(a) Make same decision x 512 
(b) Combine with other reads / xforms
(1) Per-frame… 
(decision table) 
1 of 512 (8*64) bits used… 
(a) Make same decision x 512 
(b) Combine with other reads / xforms 
Generally simplest. 
- But things cannot exist in abstract bubble. 
- Will require context.
(2) Over-frames…
(2) Over-frames… 
i.e. Only read when needed
(2) Over-frames… 
i.e. Only read when needed 
e.g. 
Arrays of command buffers for future 
frames…
Let’s review some code…
Data oriented design and c++
http://yosoygames.com.ar/wp/2013/11/on-mike-actons-review-of-ogrenode-cpp/
Data oriented design and c++
(1) Can’t re-arrange memory (much) 
Limited by ABI 
Can’t limit unused reads 
Extra padding
(2) Bools and last-minute decision making
Are we done with the constructor? 
(5) Over-generalization
Are we done with the constructor? 
(5) Over-generalization 
Complex constructors tend to imply that… 
- Reads are unmanaged (one at a time…)
Are we done with the constructor? 
(5) Over-generalization 
Complex constructors tend to imply that… 
- Reads are unmanaged (one at a time…) 
- Unnecessary reads/writes in destructors
Are we done with the constructor? 
(5) Over-generalization 
Complex constructors tend to imply that… 
- Reads are unmanaged (one at a time…) 
- Unnecessary reads/writes in destructors 
- Unmanaged icache (i.e. virtuals) 
=> unmanaged reads/writes
Are we done with the constructor? 
(5) Over-generalization 
Complex constructors tend to imply that… 
- Reads are unmanaged (one at a time…) 
- Unnecessary reads/writes in destructors 
- Unmanaged icache (i.e. virtuals) 
=> unmanaged reads/writes 
- Unnecessarily complex state machines (back to bools) 
- E.g. 2^7 states
Are we done with the constructor? 
(5) Over-generalization 
Complex constructors tend to imply that… 
- Reads are unmanaged (one at a time…) 
- Unnecessary reads/writes in destructors 
- Unmanaged icache (i.e. virtuals) 
=> unmanaged reads/writes 
- Unnecessarily complex state machines (back to bools) 
- E.g. 2^7 states 
Rule of thumb: 
Store each state type separately 
Store same states together 
(No state value needed)
Are we done with the constructor? 
(5) Over-generalization 
(6) Undefined or under-defined constraints
Are we done with the constructor? 
(5) Over-generalization 
(6) Undefined or under-defined constraints 
Imply more (wasted) reads because pretending you 
don’t know what it could be.
Are we done with the constructor? 
(5) Over-generalization 
(6) Undefined or under-defined constraints 
Imply more (wasted) reads because pretending you 
don’t know what it could be. 
e.g. Strings, generally. Filenames, in particular.
Are we done with the constructor? 
(5) Over-generalization 
(6) Undefined or under-defined constraints 
Imply more (wasted) reads because pretending you 
don’t know what it could be. 
e.g. Strings, generally. Filenames, in particular. 
Rule of thumb: 
The best code is code that doesn’t need to exist. 
Do it offline. Do it once. 
e.g. precompiled string hashes
Are we done with the constructor? 
(5) Over-generalization 
(6) Undefined or under-defined constraints 
(7) Over-solving (computing too much) 
Compiler doesn’t have enough context to know 
how to simplify your problems for you.
Are we done with the constructor? 
(5) Over-generalization 
(6) Undefined or under-defined constraints 
(7) Over-solving (computing too much) 
Compiler doesn’t have enough context to know 
how to simplify your problems for you. 
But you can make simple tools that do… 
- E.g. Premultiply matrices
Are we done with the constructor? 
(5) Over-generalization 
(6) Undefined or under-defined constraints 
(7) Over-solving (computing too much) 
Compiler doesn’t have enough context to know 
how to simplify your problems for you. 
But you can make simple tools that do… 
- E.g. Premultiply matrices 
Work with the (actual) data you have. 
- E.g. Sparse or affine matrices
How do we approach “fixing” 
it?
Data oriented design and c++
(2) Bools and last-minute decision making
Step 1: organize 
Separate states so you can reason about them
Step 1: organize 
Separate states so you can reason about them 
Step 2: triage 
What are the relative values of each case 
i.e. p(call) * count
Step 1: organize 
Separate states so you can reason about them 
Step 2: triage 
What are the relative values of each case 
i.e. p(call) * count 
e.g. in-game vs. in-editor
Step 1: organize 
Separate states so you can reason about them 
Step 2: triage 
What are the relative values of each case 
i.e. p(call) * count 
Step 3: reduce waste
(back of the envelope read cost) 
~200 cycles x 2 x count
(back of the envelope read cost) 
~200 cycles x 2 x count 
~2.28 count per 200 cycles 
= ~88
(back of the envelope read cost) 
~200 cycles x 2 x count 
~2.28 count per 200 cycles 
= ~88 
t = 2 * cross(q.xyz, v) 
v' = v + q.w * t + cross(q.xyz, t)
(back of the envelope read cost) 
~200 cycles x 2 x count 
~2.28 count per 200 cycles 
= ~88 
t = 2 * cross(q.xyz, v) 
v' = v + q.w * t + cross(q.xyz, t) 
(close enough to dig in and 
measure)
Apply the same steps recursively…
Apply the same steps recursively… 
Step 1: organize 
Separate states so you can reason about them 
Root or not; Calling function with context can distinguish
Apply the same steps recursively… 
Step 1: organize 
Separate states so you can reason about them 
Root or not; Calling function with context can distinguish
Apply the same steps recursively… 
Step 1: organize 
Separate states so you can reason about them
Apply the same steps recursively… 
Step 1: organize 
Separate states so you can reason about them 
Can’t reason well about the cost from…
Step 1: organize 
Separate states so you can reason about them
Step 1: organize 
Separate states so you can reason about them 
Step 2: triage 
What are the relative values of each case 
i.e. p(call) * count 
Step 3: reduce waste
Good News: 
Most problems are 
easy to see.
Good News: 
Side-effect of solving the 90% 
well, compiler can solve the 10% 
better.
Good News: 
Organized data makes 
maintenance, debugging and 
concurrency much easier
Bad News: 
Good programming is hard. 
Bad programming is easy.
While we’re on the subject… 
DESIGN PATTERNS: 
http://realtimecollisiondetection.net/blog/?p=81 
http://realtimecollisiondetection.net/blog/?p=44 
“
Data oriented design and c++
Data oriented design and c++

More Related Content

What's hot (20)

PPTX
A Step Towards Data Orientation
Electronic Arts / DICE
 
PDF
Pitfalls of Object Oriented Programming by SONY
Anaya Medias Swiss
 
PPTX
#GDC15 Code Clinic
Mike Acton
 
PDF
Trip down the GPU lane with Machine Learning
Renaldas Zioma
 
PPTX
Intro to data oriented design
Stoyan Nikolov
 
PPSX
Strings in Java
Hitesh-Java
 
PDF
Threading Made Easy! A Busy Developer’s Guide to Kotlin Coroutines
Lauren Yew
 
PDF
Why GC is eating all my CPU?
Roman Elizarov
 
PDF
Kotlin Coroutines in Practice @ KotlinConf 2018
Roman Elizarov
 
PPTX
Recycler view
Sudhanshu Vohra
 
PDF
Angel cunado_The Terrain Of KUF2
drandom
 
PPT
OpenGL 3.2 and More
Mark Kilgard
 
PPTX
THE PACKAGES CONCEPT IN JAVA PROGRAMMING.pptx
Kavitha713564
 
PPT
Shell programming
Moayad Moawiah
 
PDF
Railway Oriented Programming
Scott Wlaschin
 
PPTX
Speed up your asset imports for big projects - Unite Copenhagen 2019
Unity Technologies
 
PDF
Advanced Scenegraph Rendering Pipeline
Narann29
 
PPTX
Scope Stack Allocation
Electronic Arts / DICE
 
A Step Towards Data Orientation
Electronic Arts / DICE
 
Pitfalls of Object Oriented Programming by SONY
Anaya Medias Swiss
 
#GDC15 Code Clinic
Mike Acton
 
Trip down the GPU lane with Machine Learning
Renaldas Zioma
 
Intro to data oriented design
Stoyan Nikolov
 
Strings in Java
Hitesh-Java
 
Threading Made Easy! A Busy Developer’s Guide to Kotlin Coroutines
Lauren Yew
 
Why GC is eating all my CPU?
Roman Elizarov
 
Kotlin Coroutines in Practice @ KotlinConf 2018
Roman Elizarov
 
Recycler view
Sudhanshu Vohra
 
Angel cunado_The Terrain Of KUF2
drandom
 
OpenGL 3.2 and More
Mark Kilgard
 
THE PACKAGES CONCEPT IN JAVA PROGRAMMING.pptx
Kavitha713564
 
Shell programming
Moayad Moawiah
 
Railway Oriented Programming
Scott Wlaschin
 
Speed up your asset imports for big projects - Unite Copenhagen 2019
Unity Technologies
 
Advanced Scenegraph Rendering Pipeline
Narann29
 
Scope Stack Allocation
Electronic Arts / DICE
 

Viewers also liked (20)

PPTX
Great management of technical leads
Mike Acton
 
PPTX
#GDC15 Great Management of Technical Leads
Mike Acton
 
PPT
Game tools as a webapp (2011)
Mike Acton
 
PDF
Unite2014: Mastering Physically Based Shading in Unity 5
Renaldas Zioma
 
PDF
Introduction to Data-Oriented Design
IT Weekend
 
PDF
Deferred rendering in Dying Light
Maciej Jamrozik
 
PPTX
Rendering Technologies from Crysis 3 (GDC 2013)
Tiago Sousa
 
PPTX
OGDC 2014: Component based entity system mobile game development
GameLandVN
 
PPTX
Gdc2013 macton usability_is_not_random
Mike Acton
 
PDF
Nordic stockholm keynote
Mike Acton
 
PDF
Rebooting the insomniac tools pax dev12
Mike Acton
 
PPTX
Data oriented design
Max Klyga
 
PPTX
Cinematic quests
Mike Acton
 
PPT
Your Game Needs Direct3D 11, So Get Started Now!
repii
 
PPTX
Machine Cycle
Muhammad Umer Yasin
 
PDF
Game Programming 02 - Component-Based Entity Systems
Nick Pruehs
 
PPTX
Making (console) games in the browser
Mike Acton
 
PPT
New Media Webcam Presentation
Emily
 
PPTX
Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)
repii
 
Great management of technical leads
Mike Acton
 
#GDC15 Great Management of Technical Leads
Mike Acton
 
Game tools as a webapp (2011)
Mike Acton
 
Unite2014: Mastering Physically Based Shading in Unity 5
Renaldas Zioma
 
Introduction to Data-Oriented Design
IT Weekend
 
Deferred rendering in Dying Light
Maciej Jamrozik
 
Rendering Technologies from Crysis 3 (GDC 2013)
Tiago Sousa
 
OGDC 2014: Component based entity system mobile game development
GameLandVN
 
Gdc2013 macton usability_is_not_random
Mike Acton
 
Nordic stockholm keynote
Mike Acton
 
Rebooting the insomniac tools pax dev12
Mike Acton
 
Data oriented design
Max Klyga
 
Cinematic quests
Mike Acton
 
Your Game Needs Direct3D 11, So Get Started Now!
repii
 
Machine Cycle
Muhammad Umer Yasin
 
Game Programming 02 - Component-Based Entity Systems
Nick Pruehs
 
Making (console) games in the browser
Mike Acton
 
New Media Webcam Presentation
Emily
 
Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)
repii
 
Ad

Similar to Data oriented design and c++ (20)

PDF
Software + Babies
ArangoDB Database
 
PDF
Performance and predictability (1)
RichardWarburton
 
PDF
Performance and Predictability - Richard Warburton
JAXLondon2014
 
PDF
Functional Programming with Immutable Data Structures
elliando dias
 
PDF
Approximate "Now" is Better Than Accurate "Later"
NUS-ISS
 
PDF
Moved to https://slidr.io/azzazzel/web-application-performance-tuning-beyond-xmx
Milen Dyankov
 
PPTX
Gopher in performance_tales_ms_go_cracow
MateuszSzczyrzyca
 
PPTX
MongoDB for Time Series Data: Sharding
MongoDB
 
PDF
Infrastructure as code might be literally impossible part 2
ice799
 
PPTX
7 Database Mistakes YOU Are Making -- Linuxfest Northwest 2019
Dave Stokes
 
PPTX
Code and memory optimization tricks
DevGAMM Conference
 
PPTX
Code and Memory Optimisation Tricks
Sperasoft
 
PPT
What does OOP stand for?
Colin Riley
 
PDF
Deploying MLlib for Scoring in Structured Streaming with Joseph Bradley
Databricks
 
PPTX
Tales from the Field
MongoDB
 
PDF
Know your platform. 7 things every scala developer should know about jvm
Pawel Szulc
 
PDF
Ekon24 from Delphi to AVX2
Arnaud Bouchez
 
PDF
Computação Paralela: Benefícios e Desafios - Intel Software Conference 2013
Intel Software Brasil
 
PDF
Hadoop bank
AMIT BHARTIYA
 
PDF
Presto at Tivo, Boston Hadoop Meetup
Justin Borgman
 
Software + Babies
ArangoDB Database
 
Performance and predictability (1)
RichardWarburton
 
Performance and Predictability - Richard Warburton
JAXLondon2014
 
Functional Programming with Immutable Data Structures
elliando dias
 
Approximate "Now" is Better Than Accurate "Later"
NUS-ISS
 
Moved to https://slidr.io/azzazzel/web-application-performance-tuning-beyond-xmx
Milen Dyankov
 
Gopher in performance_tales_ms_go_cracow
MateuszSzczyrzyca
 
MongoDB for Time Series Data: Sharding
MongoDB
 
Infrastructure as code might be literally impossible part 2
ice799
 
7 Database Mistakes YOU Are Making -- Linuxfest Northwest 2019
Dave Stokes
 
Code and memory optimization tricks
DevGAMM Conference
 
Code and Memory Optimisation Tricks
Sperasoft
 
What does OOP stand for?
Colin Riley
 
Deploying MLlib for Scoring in Structured Streaming with Joseph Bradley
Databricks
 
Tales from the Field
MongoDB
 
Know your platform. 7 things every scala developer should know about jvm
Pawel Szulc
 
Ekon24 from Delphi to AVX2
Arnaud Bouchez
 
Computação Paralela: Benefícios e Desafios - Intel Software Conference 2013
Intel Software Brasil
 
Hadoop bank
AMIT BHARTIYA
 
Presto at Tivo, Boston Hadoop Meetup
Justin Borgman
 
Ad

Recently uploaded (20)

PDF
CIFDAQ Market Insights for July 7th 2025
CIFDAQ
 
PDF
Using FME to Develop Self-Service CAD Applications for a Major UK Police Force
Safe Software
 
PDF
Presentation - Vibe Coding The Future of Tech
yanuarsinggih1
 
PPTX
WooCommerce Workshop: Bring Your Laptop
Laura Hartwig
 
PPTX
Building Search Using OpenSearch: Limitations and Workarounds
Sease
 
PDF
Blockchain Transactions Explained For Everyone
CIFDAQ
 
PDF
Empower Inclusion Through Accessible Java Applications
Ana-Maria Mihalceanu
 
PDF
Reverse Engineering of Security Products: Developing an Advanced Microsoft De...
nwbxhhcyjv
 
PDF
HubSpot Main Hub: A Unified Growth Platform
Jaswinder Singh
 
PPTX
OpenID AuthZEN - Analyst Briefing July 2025
David Brossard
 
PDF
Smart Trailers 2025 Update with History and Overview
Paul Menig
 
PDF
HCIP-Data Center Facility Deployment V2.0 Training Material (Without Remarks ...
mcastillo49
 
PDF
Agentic AI lifecycle for Enterprise Hyper-Automation
Debmalya Biswas
 
PDF
CIFDAQ Token Spotlight for 9th July 2025
CIFDAQ
 
PDF
Exolore The Essential AI Tools in 2025.pdf
Srinivasan M
 
PPTX
"Autonomy of LLM Agents: Current State and Future Prospects", Oles` Petriv
Fwdays
 
PDF
CIFDAQ Weekly Market Wrap for 11th July 2025
CIFDAQ
 
PDF
DevBcn - Building 10x Organizations Using Modern Productivity Metrics
Justin Reock
 
PDF
How Startups Are Growing Faster with App Developers in Australia.pdf
India App Developer
 
PPTX
Webinar: Introduction to LF Energy EVerest
DanBrown980551
 
CIFDAQ Market Insights for July 7th 2025
CIFDAQ
 
Using FME to Develop Self-Service CAD Applications for a Major UK Police Force
Safe Software
 
Presentation - Vibe Coding The Future of Tech
yanuarsinggih1
 
WooCommerce Workshop: Bring Your Laptop
Laura Hartwig
 
Building Search Using OpenSearch: Limitations and Workarounds
Sease
 
Blockchain Transactions Explained For Everyone
CIFDAQ
 
Empower Inclusion Through Accessible Java Applications
Ana-Maria Mihalceanu
 
Reverse Engineering of Security Products: Developing an Advanced Microsoft De...
nwbxhhcyjv
 
HubSpot Main Hub: A Unified Growth Platform
Jaswinder Singh
 
OpenID AuthZEN - Analyst Briefing July 2025
David Brossard
 
Smart Trailers 2025 Update with History and Overview
Paul Menig
 
HCIP-Data Center Facility Deployment V2.0 Training Material (Without Remarks ...
mcastillo49
 
Agentic AI lifecycle for Enterprise Hyper-Automation
Debmalya Biswas
 
CIFDAQ Token Spotlight for 9th July 2025
CIFDAQ
 
Exolore The Essential AI Tools in 2025.pdf
Srinivasan M
 
"Autonomy of LLM Agents: Current State and Future Prospects", Oles` Petriv
Fwdays
 
CIFDAQ Weekly Market Wrap for 11th July 2025
CIFDAQ
 
DevBcn - Building 10x Organizations Using Modern Productivity Metrics
Justin Reock
 
How Startups Are Growing Faster with App Developers in Australia.pdf
India App Developer
 
Webinar: Introduction to LF Energy EVerest
DanBrown980551
 

Data oriented design and c++

  • 1. Data-Oriented Design and C++ Mike Acton Engine Director, Insomniac Games @mike_acton
  • 2. A bit of background…
  • 3. What does an “Engine” team do?
  • 4. Runtime systems e.g. • Rendering • Animation and gestures • Streaming • Cinematics • VFX • Post-FX • Navigation • Localization • …many, many more!
  • 5. Development tools e.g. • Level creation • Lighting • Material editing • VFX creation • Animation/state machine editing • Visual scripting • Scene painting • Cinematics creation • …many, many more!
  • 7. What’s important to us? • Hard deadlines
  • 8. What’s important to us? • Hard deadlines • Soft realtime performance requirements (Soft=33ms)
  • 9. What’s important to us? • Hard deadlines • Soft realtime performance requirements (Soft=33ms) • Usability
  • 10. What’s important to us? • Hard deadlines • Soft realtime performance requirements (Soft=33ms) • Usability • Performance
  • 11. What’s important to us? • Hard deadlines • Soft realtime performance requirements (Soft=33ms) • Usability • Performance • Maintenance
  • 12. What’s important to us? • Hard deadlines • Soft realtime performance requirements (Soft=33ms) • Usability • Performance • Maintenance • Debugability
  • 13. What languages do we use…?
  • 14. What languages do we use…? • C • C++ • Asm • Perl • Javascript • C#
  • 15. What languages do we use…? • C • C++  ~70% • Asm • Perl • Javascript • C#
  • 16. What languages do we use…? • C • C++  ~70% • Asm • Perl • Javascript • C# • Pixel shaders, vertex shaders, geometry shaders, compute shaders, …
  • 17. We don’t make games for Mars but…
  • 18. How are games like the Mars rovers?
  • 19. How are games like the Mars rovers? •Exceptions
  • 20. How are games like the Mars rovers? •Exceptions •Templates
  • 21. How are games like the Mars rovers? •Exceptions •Templates • Iostream
  • 22. How are games like the Mars rovers? •Exceptions •Templates • Iostream • Multiple inheritance
  • 23. How are games like the Mars rovers? •Exceptions •Templates • Iostream • Multiple inheritance •Operator overloading
  • 24. How are games like the Mars rovers? •Exceptions •Templates • Iostream • Multiple inheritance •Operator overloading •RTTI
  • 25. How are games like the Mars rovers? •No STL
  • 26. How are games like the Mars rovers? •No STL •Custom allocators (lots)
  • 27. How are games like the Mars rovers? •No STL •Custom allocators (lots) •Custom debugging tools
  • 28. Is data-oriented even a thing…?
  • 29. Data-Oriented Design Principles The purpose of all programs, and all parts of those programs, is to transform data from one form to another.
  • 30. Data-Oriented Design Principles If you don’t understand the data you don’t understand the problem.
  • 31. Data-Oriented Design Principles Conversely, understand the problem by understanding the data.
  • 32. Data-Oriented Design Principles Different problems require different solutions.
  • 33. Data-Oriented Design Principles If you have different data, you have a different problem.
  • 34. Data-Oriented Design Principles If you don’t understand the cost of solving the problem, you don’t understand the problem.
  • 35. Data-Oriented Design Principles If you don’t understand the hardware, you can’t reason about the cost of solving the problem.
  • 36. Data-Oriented Design Principles Everything is a data problem. Including usability, maintenance, debug-ability, etc. Everything.
  • 37. Data-Oriented Design Principles Solving problems you probably don’t have creates more problems you definitely do.
  • 38. Data-Oriented Design Principles Latency and throughput are only the same in sequential systems.
  • 39. Data-Oriented Design Principles Latency and throughput are only the same in sequential systems.
  • 40. Data-Oriented Design Principles Rule of thumb: Where there is one, there are many. Try looking on the time axis.
  • 41. Data-Oriented Design Principles Rule of thumb: The more context you have, the better you can make the solution. Don’t throw away data you need.
  • 42. Data-Oriented Design Principles Rule of thumb: NUMA extends to I/O and pre-built data all the way back through time to original source creation.
  • 43. Data-Oriented Design Principles Software does not run in a magic fairy aether powered by the fevered dreams of CS PhDs.
  • 44. Is data-oriented even a thing…? …certainly not new ideas. …more of a reminder of first principles.
  • 45. …but it is a response to the culture of C++
  • 46. …but it is a response to the culture of C++ …and The Three Big Lies it has engendered
  • 64. i.e. Programmer’s job is NOT to write code; Programmer’s job is to solve (data transformation) problems
  • 82. Solve for the most common case first, Not the most generic.
  • 89. The Battle of North Bridge L1 L2 RAM
  • 90. L2 cache misses/frame (Most significant component)
  • 91. Not even including shared memory modes… Name GPU-visible Cached GPU Coherent Heap-cacheable No Yes No Heap-write-combined No No No Physical-uncached ? No No GPU-write-combined Yes No No GPU-write-combined-read-only Yes No No GPU-cacheable Yes Yes Yes GPU-cacheable-noncoherent-RO Yes Yes No Command-write-combined No No No Command-cacheable No Yes Yes
  • 94. 2 x 32bit read; same cache line = ~200
  • 95. Float mul, add = ~10
  • 96. Let’s assume callq is replaced. Sqrt = ~30
  • 97. Mul back to same addr; in L1; = ~3
  • 98. Read+add from new line = ~200
  • 99. Time spent waiting for L2 vs. actual work ~10:1
  • 100. Time spent waiting for L2 vs. actual work ~10:1 This is the compiler’s space.
  • 101. Time spent waiting for L2 vs. actual work ~10:1 This is the compiler’s space.
  • 102. Compiler cannot solve the most significant problems.
  • 103. Today’s subject: The 90% of problem space we need to solve that the compiler cannot. (And how we can help it with the 10% that it can.)
  • 104. Simple, obvious things to look for + Back of the envelope calculations = Substantial wins
  • 105. L2 cache misses/frame (Don’t waste them!)
  • 106. Waste 56 bytes / 64 bytes
  • 107. Waste 60 bytes / 64 bytes
  • 109. Alternatively, Only 10% capacity used* * Not the same as “used well”, but we’ll start here.
  • 111. 12 bytes x count(5) = 72
  • 112. 12 bytes x count(5) = 72 4 bytes x count(5) = 20
  • 113. 12 bytes x count(32) = 384 = 64 x 6 4 bytes x count(32) = 128 = 64 x 2
  • 114. 12 bytes x count(32) = 384 = 64 x 6 4 bytes x count(32) = 128 = 64 x 2 (6/32) = ~5.33 loop/cache line
  • 115. 12 bytes x count(32) = 384 = 64 x 6 4 bytes x count(32) = 128 = 64 x 2 (6/32) = ~5.33 loop/cache line Sqrt + math = ~40 x 5.33 = 213.33 cycles/cache line
  • 116. 12 bytes x count(32) = 384 = 64 x 6 4 bytes x count(32) = 128 = 64 x 2 (6/32) = ~5.33 loop/cache line Sqrt + math = ~40 x 5.33 = 213.33 cycles/cache line + streaming prefetch bonus
  • 117. 12 bytes x count(32) = 384 = 64 x 6 4 bytes x count(32) = 128 = 64 x 2 (6/32) = ~5.33 loop/cache line Sqrt + math = ~40 x 5.33 = 213.33 cycles/cache line + streaming prefetch bonus Using cache line to capacity* = 10x speedup * Used. Still not necessarily as efficiently as possible
  • 118. In addition… 1. Code is maintainable 2. Code is debugable 3. Can REASON about cost of change (6/32) = ~5.33 loop/cache line Sqrt + math = ~40 x 5.33 = 213.33 cycles/cache line + streaming prefetch bonus
  • 119. In addition… 1. Code is maintainable 2. Code is debugable 3. Can REASON about cost of change Ignoring inconvenient facts is not engineering; It’s dogma. (6/32) = ~5.33 loop/cache line Sqrt + math = ~40 x 5.33 = 213.33 cycles/cache line + streaming prefetch bonus
  • 120. bools in structs… (3) Extremely low information density
  • 121. bools in structs… (3) Extremely low information density How big is your cache line?
  • 122. bools in structs… (3) Extremely low information density How big is your cache line? What’s the most commonly accessed data? 64b?
  • 123. How is it used? What does it generate? (2) Bools and last-minute decision making
  • 124. MSVC
  • 125. MSVC Re-read and re-test… Increment and loop…
  • 126. Re-read and re-test… Increment and loop… Why? Super-conservative aliasing rules…? Member value might change?
  • 127. What about something more aggressive…?
  • 128. Test once and return… What about something more aggressive…?
  • 129. Okay, so what about…
  • 130. …well at least it inlined it?
  • 131. MSVC doesn’t fare any better…
  • 132. (4) Ghost reads and writes Don’t re-read member values or re-call functions when you already have the data.
  • 133. BAM!
  • 134. :(
  • 135. (4) Ghost reads and writes Don’t re-read member values or re-call functions when you already have the data. Hoist all loop-invariant reads and branches. Even super-obvious ones that should already be in registers.
  • 136. :)
  • 137. :) A bit of unnecessary branching, but more-or-less equivalent.
  • 138. (4) Ghost reads and writes Don’t re-read member values or re-call functions when you already have the data. Hoist all loop-invariant reads and branches. Even super-obvious ones that should already be in registers. Applies to any member fields especially. (Not particular to bools)
  • 139. (3) Extremely low information density
  • 140. (3) Extremely low information density What is the information density for is_spawn over time?
  • 141. (3) Extremely low information density What is the information density for is_spawn over time? The easy way.
  • 143. Zip the output 10,000 frames = 915 bytes = (915*8)/10,000 = 0.732 bits/frame
  • 144. Zip the output 10,000 frames = 915 bytes = (915*8)/10,000 = 0.732 bits/frame Alternatively, Calculate Shannon Entropy:
  • 145. (3) Extremely low information density What does that tell us?
  • 146. (3) Extremely low information density What does that tell us? Figure (~2 L2 misses each frame ) x 10,000 If each cache line = 64b, 128b x 10,000 = 1,280,000 bytes
  • 147. (3) Extremely low information density What does that tell us? Figure (~2 L2 misses each frame ) x 10,000 If each cache line = 64b, 128b x 10,000 = 1,280,000 bytes If avg information content = 0.732bits/frame X 10,000 = 7320 bits / 8 = 915 bytes
  • 148. (3) Extremely low information density What does that tell us? Figure (~2 L2 misses each frame ) x 10,000 If each cache line = 64b, 128b x 10,000 = 1,280,000 bytes If avg information content = 0.732bits/frame X 10,000 = 7320 bits / 8 = 915 bytes Percentage waste (Noise::Signal) = (1,280,000-915)/1,280,000
  • 151. (1) Per-frame… (decision table) 1 of 512 (8*64) bits used…
  • 152. (1) Per-frame… (decision table) 1 of 512 (8*64) bits used… (a) Make same decision x 512
  • 153. (1) Per-frame… (decision table) 1 of 512 (8*64) bits used… (a) Make same decision x 512 (b) Combine with other reads / xforms
  • 154. (1) Per-frame… (decision table) 1 of 512 (8*64) bits used… (a) Make same decision x 512 (b) Combine with other reads / xforms Generally simplest. - But things cannot exist in abstract bubble. - Will require context.
  • 156. (2) Over-frames… i.e. Only read when needed
  • 157. (2) Over-frames… i.e. Only read when needed e.g. Arrays of command buffers for future frames…
  • 162. (1) Can’t re-arrange memory (much) Limited by ABI Can’t limit unused reads Extra padding
  • 163. (2) Bools and last-minute decision making
  • 164. Are we done with the constructor? (5) Over-generalization
  • 165. Are we done with the constructor? (5) Over-generalization Complex constructors tend to imply that… - Reads are unmanaged (one at a time…)
  • 166. Are we done with the constructor? (5) Over-generalization Complex constructors tend to imply that… - Reads are unmanaged (one at a time…) - Unnecessary reads/writes in destructors
  • 167. Are we done with the constructor? (5) Over-generalization Complex constructors tend to imply that… - Reads are unmanaged (one at a time…) - Unnecessary reads/writes in destructors - Unmanaged icache (i.e. virtuals) => unmanaged reads/writes
  • 168. Are we done with the constructor? (5) Over-generalization Complex constructors tend to imply that… - Reads are unmanaged (one at a time…) - Unnecessary reads/writes in destructors - Unmanaged icache (i.e. virtuals) => unmanaged reads/writes - Unnecessarily complex state machines (back to bools) - E.g. 2^7 states
  • 169. Are we done with the constructor? (5) Over-generalization Complex constructors tend to imply that… - Reads are unmanaged (one at a time…) - Unnecessary reads/writes in destructors - Unmanaged icache (i.e. virtuals) => unmanaged reads/writes - Unnecessarily complex state machines (back to bools) - E.g. 2^7 states Rule of thumb: Store each state type separately Store same states together (No state value needed)
  • 170. Are we done with the constructor? (5) Over-generalization (6) Undefined or under-defined constraints
  • 171. Are we done with the constructor? (5) Over-generalization (6) Undefined or under-defined constraints Imply more (wasted) reads because pretending you don’t know what it could be.
  • 172. Are we done with the constructor? (5) Over-generalization (6) Undefined or under-defined constraints Imply more (wasted) reads because pretending you don’t know what it could be. e.g. Strings, generally. Filenames, in particular.
  • 173. Are we done with the constructor? (5) Over-generalization (6) Undefined or under-defined constraints Imply more (wasted) reads because pretending you don’t know what it could be. e.g. Strings, generally. Filenames, in particular. Rule of thumb: The best code is code that doesn’t need to exist. Do it offline. Do it once. e.g. precompiled string hashes
  • 174. Are we done with the constructor? (5) Over-generalization (6) Undefined or under-defined constraints (7) Over-solving (computing too much) Compiler doesn’t have enough context to know how to simplify your problems for you.
  • 175. Are we done with the constructor? (5) Over-generalization (6) Undefined or under-defined constraints (7) Over-solving (computing too much) Compiler doesn’t have enough context to know how to simplify your problems for you. But you can make simple tools that do… - E.g. Premultiply matrices
  • 176. Are we done with the constructor? (5) Over-generalization (6) Undefined or under-defined constraints (7) Over-solving (computing too much) Compiler doesn’t have enough context to know how to simplify your problems for you. But you can make simple tools that do… - E.g. Premultiply matrices Work with the (actual) data you have. - E.g. Sparse or affine matrices
  • 177. How do we approach “fixing” it?
  • 179. (2) Bools and last-minute decision making
  • 180. Step 1: organize Separate states so you can reason about them
  • 181. Step 1: organize Separate states so you can reason about them Step 2: triage What are the relative values of each case i.e. p(call) * count
  • 182. Step 1: organize Separate states so you can reason about them Step 2: triage What are the relative values of each case i.e. p(call) * count e.g. in-game vs. in-editor
  • 183. Step 1: organize Separate states so you can reason about them Step 2: triage What are the relative values of each case i.e. p(call) * count Step 3: reduce waste
  • 184. (back of the envelope read cost) ~200 cycles x 2 x count
  • 185. (back of the envelope read cost) ~200 cycles x 2 x count ~2.28 count per 200 cycles = ~88
  • 186. (back of the envelope read cost) ~200 cycles x 2 x count ~2.28 count per 200 cycles = ~88 t = 2 * cross(q.xyz, v) v' = v + q.w * t + cross(q.xyz, t)
  • 187. (back of the envelope read cost) ~200 cycles x 2 x count ~2.28 count per 200 cycles = ~88 t = 2 * cross(q.xyz, v) v' = v + q.w * t + cross(q.xyz, t) (close enough to dig in and measure)
  • 188. Apply the same steps recursively…
  • 189. Apply the same steps recursively… Step 1: organize Separate states so you can reason about them Root or not; Calling function with context can distinguish
  • 190. Apply the same steps recursively… Step 1: organize Separate states so you can reason about them Root or not; Calling function with context can distinguish
  • 191. Apply the same steps recursively… Step 1: organize Separate states so you can reason about them
  • 192. Apply the same steps recursively… Step 1: organize Separate states so you can reason about them Can’t reason well about the cost from…
  • 193. Step 1: organize Separate states so you can reason about them
  • 194. Step 1: organize Separate states so you can reason about them Step 2: triage What are the relative values of each case i.e. p(call) * count Step 3: reduce waste
  • 195. Good News: Most problems are easy to see.
  • 196. Good News: Side-effect of solving the 90% well, compiler can solve the 10% better.
  • 197. Good News: Organized data makes maintenance, debugging and concurrency much easier
  • 198. Bad News: Good programming is hard. Bad programming is easy.
  • 199. While we’re on the subject… DESIGN PATTERNS: http://realtimecollisiondetection.net/blog/?p=81 http://realtimecollisiondetection.net/blog/?p=44 “