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Re: -O3 vs. -Os
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Re: -O3 vs. -Os


  • Subject: Re: -O3 vs. -Os
  • From: Steve Checkoway <email@hidden>
  • Date: Tue, 17 Jan 2006 01:06:24 -0800


On Jan 16, 2006, at 11:50 PM, Rustam Muginov wrote:

Perharbs this is more suitable for "performance-optimization" dev.list., but:

It's related to the recommendation that I've seen a number of times on this list regarding the use of -Os



Regular applications do not have heavy computation mathematics and do not have clearly visible "hot-spots", i.e. small parts of code where application spend something like 50% or more total time.


I would recommend you to use Shark (part of the CHUD tools) to investigate application run-time behaviour

How about a game? Still, I would say that this uses fairly computationally intensive mathematics. Matrix multiplications left and right for graphics work, resampling sounds for audio output, etc. I have used Shark and there is no single hot spot clearly visible in the game.


Still, I wonder on what you were basing your assertion that only "manually-tuned high-performance libraries" benefit from -O3. I wouldn't claim that this game is manually tuned at all. Plus, I would think that such code would benefit the least from optimization if it is carefully done by hand to begin with.

I think in this case it is pretty clear that more highly optimized code that is actually smaller than the less optimized code is likely to run faster. Based on framerates (turning vsync off, of course), that is the case.

I'm curious if this is normal.

- Steve

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  • Follow-Ups:
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      • From: Rustam Muginov <email@hidden>
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References: 
 >-O3 vs. -Os (From: Steve Checkoway <email@hidden>)
 >Re: -O3 vs. -Os (From: Rustam Muginov <email@hidden>)
 >Re: -O3 vs. -Os (From: Steve Checkoway <email@hidden>)
 >Re: -O3 vs. -Os (From: Rustam Muginov <email@hidden>)

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