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authorMatt Strapp <matt@mattstrapp.net>2025-11-02 15:10:16 -0600
committerMatt Strapp <matt@mattstrapp.net>2025-11-02 15:10:16 -0600
commit628df9104e1854f4f8865f3fff863ee89a8176ee (patch)
tree3c922408ee284257c547db0edfc077a1790200d4 /README.md
parentRemove mutexes entirely, increasing performance at least 100% (diff)
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Update README with new performance metrics
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@@ -28,9 +28,9 @@ A completed simulation of WWB has never been done either, the longest known one
### My current record
-Using this program, a computer managed to go at least 100 trillion turns over several days with a high score of 17. The game runs about 150-200 million turns a second* on my AMD Ryzen 9 5900X running Arch Linux on WSL. Running it on Windows on the same machine was about the same.
+Using this program, a computer managed to go at least 100 trillion turns over several days with a high score of 17. The game runs about 300-350 million turns a second* on my AMD Ryzen 9 5900X running Arch Linux on WSL. Running it on Windows on the same machine was about the same.
-\* *This program relies heavily on single-threaded CPU performance, and performance will depend on your CPU. A 2011 Mac Mini only runs about 25 million turns a second, for example; a Raspberry Pi 4 runs about 19 million turns a second.*
+\* *This program relies heavily on single-threaded CPU performance, and performance will depend on your CPU. A 2011 Mac Mini only runs about 112 million turns a second, for example; an AMD Ryzen 5 2600 runs about 150-200 million turns a second.*
This program is single-threaded as the collision detection mechanic requires the two threads to essentially take turns as well as the fact that the game state is shared between the two threads. Performance gains are likely minimal and might even be negative, though I have not tested this.