I would love to publish the actual numbers and details someday, but for now, here's a handy tip I learned the fun way from Guild Wars 2: if you use precompiled headers for C or C++, structure them carefully and monitor how much disk IO is spent reading and writing them in an average build. You may be horrified.

Corollary: not 100% of the storage used by programmers and build machines should be solid state. Testing on platter drives will be important for "minimum spec" compatibility for at least 5 more years. If you always build/test from SSDs, you may become severely IO bound on older drives, and performance differences can be over 100x.

Sign in to participate in the conversation
Gamedev Mastodon

Game development! Discussions about game development and related fields, and/or by game developers and related professions.