


11 videos · 8 hr 23 minCurated by HackerTube · 11 videos · 8 hr 23 min
A path through the performance talks Hacker News keeps linking whenever someone asks why software got slow. It starts with mindset (don't do needless work), moves to the memory hierarchy and data-oriented design, then to measuring honestly, and ends with two console war stories where all of it pays off.
Play all on YouTubeMolly Rocket · 93K views · 5 years ago
An 18-minute opener that separates real optimization from 'non-pessimization', the idea HN cites most often to explain why modern software is slow.
Matthias random stuff · 187K views · 1 year ago
Matthias Wandel benchmarks old and new PCs and finds branchy code barely got faster in 15 years, which is why the rest of this list matters.
NOKIA Technology Center Wrocław · 231K views · 11 years ago
The plain explanation of cache levels and associativity that HN points to for why memory layout beats pointer chasing.
CppCon · 863K views · 12 years ago
With the cache model in hand, Acton's blunt argument that a program's job is transforming data lands much harder; it is HN's default data-oriented design talk.
ChimiChanga · 416K views · 2 years ago
The practical follow-up to Acton: struct-of-arrays and compact layouts applied to a real compiler, with measured wins in Zig.
CppCon · 137K views · 9 years ago
One data structure redesigned around the cache, step by step; HN calls it the definitive explanation of SwissTable, now behind Rust's and Go's maps.
InfoQ · 171K views · 13 years ago
Proof this is not just a C++ story: a generalist's tour of pipelining and cache effects that HN liked for its humor and hardware knowledge.
Strange Loop Conference · 119K views · 11 years ago
The turn from making things fast to knowing whether they are; commenters call the coordinated omission material life changing.
Strange Loop Conference · 502K views · 7 years ago
Shows that code layout alone can swamp your optimization, and offers causal profiling as the fix; HN's standard answer to mysterious benchmark swings.
Kaze Emanuar · 3.2M views · 4 years ago
Everything above applied to a real console: Kaze finds bus contention and easy wins that make Mario 64 render several times faster.
Ars Technica · 5.2M views · 6 years ago
The closer and the most-recommended war story here: Andy Gavin overwriting Sony's own library code in RAM to make the game fit.