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Shears - Squeeze the Juice Out of the CPUs: Post Mortem of a Data-Driven Scheduler
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SKU GDC10-10330
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Description
Shears - Squeeze the Juice Out of the CPUs: Post Mortem of a Data-Driven Scheduler
Speaker: Michael Lavaire (Technical Architect, Ubisoft Entertainment), Remi Quenin (Technical Lead, Ubisoft Entertainment)
Date/Time: Saturday (March 13, 2010) 3:00pm — 4:00pm
Location (room): Room 304, South Hall
Track: Programming
Format: 60-minute Lecture
Experience Level: All

Session Description
These days concurrent programming is mandatory for game developers. Use of synchronization primitives is often a solid way to achieve the goal but it has its drawback. This talk presents an innovative way to schedule an engine loop by working around data contention in a multithreaded environment. This data-driven scheduling minimizes data races and maximizes hardware occupation including Cell's SPUs. Implemented using lock-free algorithms, it achieves better performance compared to more traditional schedulers. By the way, did you know that SPU programming can be easy?

Intended Audience
This talk is mainly targeted to programmers who are/will be involved in some way with multi-threading issues. Persons interested by this talk are programmers who want to get better performances out of their engine. Audience should be familiarized with threads, synchronization primitives and common issues that concurrent programming can bring. They don't need to know anything about SPU, but basic knowledge would help for the few specific PS3 slides.

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