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it was done on an 13900k system with 128gb ram. I bet the performance would be very different on other systems. and by my calculations the next frame would only take like maybe an hour or so to render. so that means that actually, hilariously, if anyone wanted to really dig in and make the engine faster - which I suspect it can be done by multiple orders of magnitude, truly - then actually I'd say 30fps types-only-doom is possible in the next maybe year or two. the TAS-style keyboard controls will work, but one problem is definitely going to be "how do you refresh a screen" which is a problem I didn't attempt to tackle other than to say you could (with what I already built) just hover your mouse over another type that contains the information for frame 2.



Fascinating. Just for fun, comparable compute (by cpumarks) to your 13900k for 30 fps would be 39,600+ 96-core AMD EPYC 9655Ps. Bravo on the project success!


you know what's funny, I also have a threadripper rig (which is my main development rig) and it ran _slower_ than on the 13900k. Like. by a lot. and while that surprised me at first, it's makes a lot of sense because this is Node.js in the end (i.e. the TypeScript typechecker runs within Node.js) and that means it's single threaded. So single-threaded perf is all that matters.


That figures. It was fun though to pretend it would scale across processors. Were you tempted to fork the typescript compiler in this project to add some optimizations or something crazier like gpu acceleration for rendering or parallel workloads?

Reminds me of the guy on Youtube obsessed with optimizing Mario64 code, he found really interesting things like how removing optimizations made the game faster - presumably because the very basic tooling the original developers had made it hard to measure things across the board, and also not making the most of the powerful hardware architecture.




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