I picture Harry shaking his head wondering *** happened to his thread.
As far as the rest goes.....I have to give the edge to Egawtry.
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I picture Harry shaking his head wondering *** happened to his thread.
As far as the rest goes.....I have to give the edge to Egawtry.
Depends on what you are doing. If you are writing a office app to transfer specific data using SOAP or something like that, C# or unoptimized MFC is great. If you are writing a game like Harry (the orginal poster) then you need to do low level tweaking. Last RPG I worked on, I had to really tweak code to get the laser gun sound to match the screen graphic, there was too much latency in the standard code.
-Erik
in this, I agree
one should always specify the programming area he's speaking of, because we're not ultimately interested on the absolute performance ( = the time needed to complete an operation ), we're interested in the "value" of performance, and in turn the latter can be a non linear function of the former.
an example is the latency Egawtry alluded to: double/half the sound latency doesn't mean half/double the gamer satisfaction, because there's a sharp cutoff separating a synchronized from an unsynchronized sound; so, near the cutoff a small absolute performance increase translates into a big performance value increase, away from the cutoff the opposite occurs ...