Why do I have to wait so long for Burst to compile things? Or, "Unity Burst and the Kernel Theory of Video Game Performance":
https://blog.s-schoener.com/2024-12-12-burst-kernel-theory-game-performance/
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@sschoener at least one lesson might be: not all games code is that of boids simulation. glue code is the game code.
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@aras @sschoener I would say though, the kernelization approach does work quite well at AAA scale when it's used pervasively, but we can be far more heavy handed with "this is how you do this" than an engine like unity which needs to cater to a wide variety of project scopes. I always read it that the plan would be that burst would take over everything one day, in which case it makes more sense imo, just exceedingly difficult to actually achieve that in a shipping engine.
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@dotstdy @aras Yeah, I don't think it is necessarily wrong or misguided to shoot for kernelization. That's the ideal code you want. But I bet that most games that end up doing this also have glue code that is already 10x to 100x faster than the glue code in Unity :( A lot of problems hide within those two orders of magnitude.
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@sschoener @aras yeah plus a lot of unity customers just flat out don't need it, so whatever you do it's probably going to look like pointless churn for a significant part of the userbase.
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@dotstdy @aras Exactly, fully agreed. Those users would be way better off if their glue code got 10x or 100x faster instead (= compile it natively), yet if you repurpose a solution for Kernels for that, then pain awaits :(
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@sschoener @dotstdy @aras My understanding was that Unity does already have the native compilation path through IL2CPP?
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@zeux @sschoener @dotstdy yes but… while it is faster than Mono, it is not close in perf how it “could be”
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@aras @zeux @sschoener @dotstdy Is there a thorough explanation somewhere how Unity's IL2CPP works in general?
With all the "behind the scenes" stuff?
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@aras @zeux @dotstdy Additionally, IL2CPP doesn't help you in the editor :(
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