Assassin's Creed Valhalla - 170 GB, hour+ long download on Steam at 120 Mbit/s
With Via you are in game in <5 min with <5 gigs of data on disk.
Ubisoft's Anvil engine tech seems pretty good to me, good loading code and no fps stutters due to streaming.
SpaceX has almost finished writing V1.0 of an in-house AI training stack in C that exact-maps to 220k GB300s with 800G NICs, making heavy use of pipeline parallelism and getting as close to bare metal as possible.
The potential speed improvement vs JAX for large training runs is over an order of magnitude.
You literally can't fix the code. The company has to be willing to cut and start over for a new release version, which none of them are. They'd prefer to waste their engineer's time on extremely expensive incremental tiny nudges on the existing system.
I have to be honest, this doesn’t bring confidence to Windows users that your solution to making key Windows interactions faster by pre-boosting the CPU clock on key interactions the user expects to be snappy.
Can we fix the code for fucks sake? God damn MSFT what is going on?
It is unbelievably difficult to make changes to the systems at big tech companies. It is at least 10x harder than just writing the thing from scratch yourself.
@cmuratori I keep expecting to hit some wall but every time I go to implement something I just find it to be shockingly smooth and easy to do (I'll stay away from USB and the GPU for now..)
This was before my time but I would guess the problem wasn't compliers supporting it, that is easy. The problem was no back compat for already compiled x86 apps. That is kinda what we have today, x86 front ends on itanium backends.
You need to add accumulation and temporal reprojection.
For CPUs optimizing the scene for cache hits also matters a lot. Naively using if statements or switch will cause massive slowdowns compared to using goto statements.
On a simple scene this should get something that's noisy but shockingly clear.
If you notice it looks a bit muddy and blurry with DLSS. So its not actually solving the issue.
The image attached is a path tracer with temporal reprojection and running on WebGPU. There's a bit more noise while moving, but its smooth and very usable and instantly converged when you stop.
And this is running on old intel iris xe at 1440p.
The noise problem oddly gets worse if you decrease resolution. So a light denoiser is honestly the best solution.
Imagine how good this would run with a lightweight denoiser.
Like you gotta understand. I wasn't even trying. I just had gemini 3 Pro make this in an evening.
If I had used vulkan, written it myself it would be even faster.
And I bet I could do a lot more optimizations.
or heck get a better GPU.