@anji good question. I guess without a complete view of "literally everything in the whole program" (super-LTO/LTCG?), they wouldn't know whether something takes an address of a function, for example. Or something like that.
I wrote about optimizing the new C++ based Blender OBJ importer, and it accidentally ventured into calling conventions topic. https://aras-p.info/blog/2022/05/12/speeding-up-blender-obj-import/
@AngryAnt Thanks! That's a more sustainable business model than all the various metaverse nonsense, I think!
Tiny blog post with color gradients in sRGB (particle systems in Unity), Linear (vfx graph in Unity) and Oklab. https://aras-p.info/blog/2021/11/29/Gradients-in-linear-space-arent-better/
@ignaloidas and I did try libdeflate here: https://aras-p.info/blog/2021/08/09/EXR-libdeflate-is-great/
I looked into lossless compression options in OpenEXR and write a small post with the findings. Next up, trying to add/tweak more compression thingies! https://aras-p.info/blog/2021/08/04/EXR-Lossless-Compression/
Alright, first blog post of 2021 -- I did some more texture compression performance testing on Apple M1. https://aras-p.info/blog/2021/01/18/Texture-Compression-on-Apple-M1/
I made a blog post about GPU texture compression, with way more scatter plots than you ever asked for. https://aras-p.info/blog/2020/12/08/Texture-Compression-in-2020/