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Wednesday, September 16
 

09:00 MDT

Turbocharging Native Code Performance: Compiler Optimizations, Profile-guided Optimizations, and Beyond
Wednesday September 16, 2026 09:00 - 10:00 MDT
Making native code fast is a team sport: efficient algorithms, high-performance libraries, memory-conscious design, and modern hardware all play a role. But the critical link between your code and the hardware it runs on is the optimizing compiler.

This talk explores new & improved compiler optimizations in Visual Studio 2026, and how these improve the performance of existing C++ code with minimal source changes. We will examine both architecture-independent optimizations (such as improved scalar replacement, vectorization, and loop transformations) and architecture-specific enhancements (such as AVX-512 and NEON specific optimizations). Along the way, we will connect high-level C++ constructs to the generated assembly and CPU behavior to build an intuition for how performance improvements are realized. While the talk discusses Visual Studio code generation & optimizations, the tools and analysis apply to all native platforms & compilers.

We will also introduce sample-based profile-guided optimizations (SPGO) which uses the runtime characteristics of your application to guide optimization decisions, WITHOUT requiring traditional instrumentation. You will learn how SPGO works, how to apply it in practice, and where it delivers measurable gains: typically in the 5-15% range across real world native codebases.

Attendees will leave with a practical understanding of how to reason about native code performance, and how to leverage SPGO to turbocharge the performance of their code.

Presenters
EB

Eric Brumer

Eric is an engineering manager on the Microsoft C++ Team, working on the compiler back-end.
Wednesday September 16, 2026 09:00 - 10:00 MDT
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14:00 MDT

In Pursuit of a 6,000 FPS Game Boy Emulator
Wednesday September 16, 2026 14:00 - 15:00 MDT
How far can modern C++ push an emulator before performance stops being a C++ problem and becomes a systems problem? This talk is the final part of a CppCon trilogy about building an extremely fast Game Boy emulator in modern C++, moving from high-performance emulation techniques to the limits imposed by hardware, compilers, and CPU architecture.

The target is intentionally absurd but not arbitrary: a Game Boy emulator running Tetris at roughly 100 times original speed, about 6,000 frames per second. However, the goal is not to support every Game Boy cartridge ever made. This project deliberately specializes for one iconic game first, using the code paths Tetris actually exercises as a guide, while keeping enough design discipline to test other games later. That means questioning the architecture of the emulator itself: instruction dispatch, memory access, generated code size, cache behavior, branch prediction, compile-time computation, benchmarking methodology, and the tension between accuracy, maintainability, flexibility, and raw throughput.

This is not a victory-lap performance talk. It is a measurement-driven engineering investigation. Rather than treating 6,000 FPS as just a headline number, this talk treats it as a stress test: a way to force difficult design decisions into the open. Attendees will leave with concrete lessons about performance-oriented C++: how to measure methodically, how to specialize without losing control, how to reason about modern CPU behavior, and how to decide when an optimization is worth its cost.

Presenters
avatar for Tom Tesch

Tom Tesch

Lecturer, DAE - Howest
Tom is currently a senior lecturer for the Bachelor in Digital Arts and Entertainment at Howest University of Applied Sciences, where he is on a mission to inspire the next generation of game developers. His expertise revolves around teaching C++, algorithms, and the core principles... Read More →
Wednesday September 16, 2026 14:00 - 15:00 MDT
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16:45 MDT

Zero Cost Scripting Languages for Game Engines With C++26 Static Reflection
Wednesday September 16, 2026 16:45 - 17:45 MDT
Scripting in a C++ game engine should not cost you the engine's native performance. This talk shows how C++26 static reflection and std::meta::substitute in particular can lift a scripting language's bytecode into C++ template structures that the compiler optimizes away entirely, collapsing the interpreter dispatch loop into the same machine code you'd write by hand. Scripting languages like AngelScript and Lua are invaluable in C++ engines: they give designers a fast iteration loop without rebuilding the engine. But they come with a paradox. The engine you chose for raw performance now spends cycles on every frame interpreting a slower language, juggling a software stack and checking types at runtime. We will walk through the technique step by step, starting from a plain bytecode interpreter and ending at a fully reflected program where a scripted sum(0..10) compiles to mov eax, 45; ret. Along the way you'll learn the core C++26 reflection primitives (^^, [: :], std::meta::substitute), how to assemble bytecode into structural templates like block<> and loop<>, and how these techniques generalize to embedding any stack or register based scripting language in your engine with zero runtime overhead.

Presenters
avatar for Koen Samyn

Koen Samyn

Koen is a senior software engineer and lecturer at digital art and entertainment whose primary focus is bringing modern C++ to GPU-driven game technology. Over the past decade he has built and optimized compute-shader pipelines for lighting, physics, and inverse kinematics. In the... Read More →
Wednesday September 16, 2026 16:45 - 17:45 MDT
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