A RAM Edition of Dirty Coding Tricks(gamasutra.com) |
A RAM Edition of Dirty Coding Tricks(gamasutra.com) |
There was a less common variant of this for finding some extra performance by reducing the iterations of a loop doing no-ops somewhere in the main game loop.
I used to work on the performance team at a Bay Area company. One of the things we did to keep our JavaScript bundle sizes under control was introduce a "ratchet". There was a threshold, enforced by CI, that you couldn't let the bundle size exceed without getting in touch with us first and figuring something out. [0]
This worked wonders for a while, until a few different teams were starting new feature development. At that point, the ratchet was forcing teams to pause their feature development to do cleanup work, which made the PMs very unhappy. Engineers got salty because they would remove dead code, only to find that another engineer had gobbled up the space they'd freed before they could land their own commit.
Engineers started working around the ratchet by hoarding dead code and disguising it to look "not dead" so that it could be easily removed later when a few dozen kilobytes were needed.
There were many thing that weren't good at this company, and the culture around ownership of the shared codebase was definitely one of them. I'd like to think that there are plenty of teams that don't have this problem, but I'm inclined to think that it's human nature to subvert these sorts of things by default.
[0] This was necessary because of the volume of tech debt. Teams/engineers had a bad habit of building new things, then not cleaning up the stuff the new things replaced. At one point, we estimated that over a third of the JavaScript was dead code. Some teams had gotten to the point where the codebase contained >2 versions of their product, while only one of them was physically accessible to users.
Often it would be the lead programmer on the game who put this array in and it wouldn't necessarily be known about by everyone. It wouldn't have worked well if people were constantly grabbing bits of memory from it during development. It worked because it was a 'secret' and its use was reserved for shipping.
Sounds like an example of the cobra effect[1]
Chet Haase & Romain Guy also told on their Android history keynote that the kernel team did the same. They have hidden 20 MB.
I was under the assumption that it was more of an apocryphal story that didn't actually happen. I mean how can someone hide a static array or no op loop from a team of 20+ programmers in a game code base.
As far as I'm aware, it was never confirmed and seems a bit to far fetched to be real, but then again.... :)
I actually found one of these when pulled in to help a title ship that had been put in for a previous title in the franchise and forgotten about when the lead moved on. I found it when memory profiling and after talking with a few people we figured out what it was there for and I got to be the 'hero' who found some extra memory to ship.
I'd assume that in the era where lots of stuff was global and code was messy and convoluted to fit into a console no one would take issue with yet another global variable if it was named a clever enough name as some buffer, temporary, cache, etc. and compilers didn't yet warn about unused variables or remove them (which is an easy fix in C anyway with a single totally portable line or a special compiler specific directive).
There's yet another article on dirty game hacks that I recall due to EULA self-hack: https://www.gamasutra.com/view/feature/194772/dirty_game_dev...
I have no idea why this article doesn't link to these two and just to the 2017 one because it's not like these are current generation tricks, it's just that Brandon Sheffield took to write about them again (one of the articles above is actually his and the other one is by GDM that he is editor in chief of).
Also, the Crash Bandicoot text is the most impressive one and the first in this article but it was very widely circulated for a while now on several sites (including on HN once), despite the "nobody was the wiser until now" at the start of the article.
Well, that's basically how most websites work, lol
I mean it can work and it's a viable tactic if startup time is fast enough.
New screen? Okay, lets throw everything away.
As long as performance is okay, I don't keep stuff around in memory.
I think the skills (and hacks) that used to be useful only to game developers and OEMs are now going to be needed by a much wider audience of devs.
When finishing a level, the game would reboot the console
and restart itself with a command-line argument
(the name of the level to start) ... into the next level.
Voila, the perfect(?) way to clear all memory between
levels.
OH MYAt 22 years old, this is one of those moments where I'm in awe of the strange issues and workarounds that existed merely ~5-10 years ago which I'll probably never have to deal with. Very funny!
I guess wartime inventions are possibly an extreme example (google Hobart’s Funnies some time for some good clean ingenuity), but shipping console games to a deadline seems to have a similar effect.
Some of the tricks still apply today. For example, modern GPUs support all kinds of weird texture formats. Here’s a link for PC: https://msdn.microsoft.com/en-us/library/windows/desktop/hh3... Other platforms have conceptually similar stuff.
Wow. I am absolutely blown away by this.
One of the projects was heavily squeezed to make it fit, the other didn't need much squeezing, but you couldn't tell the difference by looking at the free space.
https://blogs.msdn.microsoft.com/larryosterman/2004/11/08/ho...
- To improve game loading speed of a CD - Load level on PC from hardisk, log all filenames loaded to a txt file and then use that to order the files when writing to the final CD.
- Load all files into PS1 devkits memory, write out all memory in a binary blob to the harddisk, burn that memory image to CD to use for fast level loading (just load it in a single fread(..).
- have separate executables for different levels which had different features, to save memory.
- Write a small block allocator to make <256byte allocations quicker and more efficient.
- Find a tiny piece of memory in the PS2 IOP chip which doesn't get wiped on a devkit reboot (for some reason) and use that as 'scratch' space to write log messages to track down a hard to repro crash that rebooted the kit.
- Change the colour of the tvs border to different colours to track down a race condition that only existed on burnt disks and we had no debugger. The border colour setting code was quick enough to not affect the race condition, so choose some places in code to arbitrarily set to certain colours, burn the disk, test it, when it crashed see what colour the border was, then put some more colours in possible areas, re burn the disk and etc (so basically binary search the code areas using border colours).
- Use compiler optimisations settings for 'size' instead of 'speed' as the smaller executable code size meant you stayed in the DCache more which actually made the code quicker than compiling for 'speed' which resulted in generally larger code.
- Burn a master CD image for publisher, get the game ID code wrong, open up the disk image file in a hex editor and manually edit it rather than go through the whole build process again.
- have no build machine (Gold master got made off whatever code the leads machine had).
- Use sourcesafe (no atomic checkins....)
- Use a few batch files and a directory share for 'source control' of art assets.
- Have values in config files we gave to games designers which did nothing (this was accidental but they swore changing them made a difference to the game).
- Have a advertising deal with a company to have a special cheat code in the game to unlock some stuff, the programming code that does this has a bug that ships that means you have to alter the code incorrectly to get it to work....so tell the company that 'Your code was too easy so we made it harder'.
- Have a developer write code like this as he swore that passing a extra parameter would have slowed the game down:- (psuedo code, but original was in C)
Do stuff(int val)
{
foo * bar;
If (val<10)
{
bar = gStuff[val];
}
else
{
bar = (foo* )val;
}
}
I think you're underestimating the accretion of software bloat. You remember the days when you did exactly the same things, exactly as fast, with 1GB machines? 512MB machines?
As long as devs don't give a fuck (er, they make "professional decision" of optimizing dev time (over product quality)), the days of limited memory are not going to be behind us.
I remember coding while listening to music and reading docs somewhere using a P166MXX with 32mb of ram, and that ran quite snappily using debian and fluxbox.
I now code while listening to music and reading docs somewhere using an i7 with 6GB of ram and sometimes I'm swapping because I left Google Chrome opened for too long :(
I.e. Slack and Atom got absolutely lambasted for performance, sluggishness and resource use (while VS Code was applauded, so it's clearly not an Electron specific thing) despite being made by companies valued in billions and based in the most expensive region of the world, one of them even being a paid product.
Or a game with pixel art (I do like it and I understand that particular indie dev optimizing for time with such a niche product so I don't want to name names here) graphic and gameplay only as deep as some better Flash ones from mid 2000s requires as its minimal system requirements several GBs of RAM (for comparison, Doom 3 recommended, not even minimal, was 512 MB in 2003) and disk space, etc.
Or when a graphically simple 2D game requires a 64 bit OS (despite using no 64 bit features seemingly), a non-integrated GPU (and not because of some lack of OpenGL features but due to poor optimization) and runs at 30 FPS on an integrated Intel that has 0 problems with Mincraft with really far draw distance. And it attempts to load hundreds of files (all of the game assets for an entire 4-10 hour long VN) at boot, taking 30 seconds on an HDD. And they could be loaded incrementally (loading what is needed right now only and everything else in the background, even dumbly and fully into RAM as it does now) or packed into SQLite or a ZIP to avoid so much FS access, but no - hundreds of files are being opened at game boot and there are tons of XML assets with 0 compression or minization. But instead the solution to performance woes (in gaming especially but through things like Electron it's seeping into main stream) is apparently to "git gud", "stop being a poor pleb" and getting a new GPU (apparently GTX 950 M is a potato level GPU now and only an idiot would play games on it in 2017) or an SSD so that the developer doesn't have to bother to do the tiniest of optimization.
That 2D game loading all assets, wanting a 64 bit CPU and non-integrated GPU, all for no good reasons, was Tokyo Dark by the way and due to the way the developer carry themselves I have 0 problem name dropping them, I made an entire video about that game, the disk and GPU part is at 15:15 : https://www.youtube.com/watch?v=sCXwgPJGLIE
It feels like what was done with Crash Bandicoot is some interstellar death star level technology in comparison to what some developers do, not even bothering to pack files to reduce FS chatter or load smartly or compress textual assets, they probably had it developed on an SSD, it loaded fast enough for them, it's done and prime for shipping, duh! Just gotta write a hype text about how extensively we tested it and how much effort we put in making it!
I realize I sound like an ass that's ranting and I am writing too lengthy (I did think about writing articles instead of lengthy HN comments like this one so if someone is interested feel free in hitting me up) but some of the stuff just blows my mind in ways I didn't know existed.
It's not even optimization for dev time like Python could feasibly be but sometimes outright waste or lack of basic care, i.e. Slack was apparently launching a full blown browser per organization until recently (or something like that), completely needlessly, now that part is out. At the same time they had this crazy involved (and cute, because it's 2017 and things must be cute) error page: https://slack.com/asdsad , or that semi-notorious reply article from a guy using unix CLI instead of hip BigData(tm) tools to analyze relatively small amount of data (yes, the guy is rubbing it a bit in too badly when he brings out mawk): https://aadrake.com/command-line-tools-can-be-235x-faster-th...
That lack of care is evident in other areas too, i.e. in security it manifests as these SQL injections, IoT botnets, outdated software pwns and plaintext/unsalted+sha1 password debacles. Afterwards it gets justified by "state attack, China or Russia probably" or handwaved like "we store passwords in plaintext to send them to user via email when he forgets them" (an actual explanation I read once..) or "we innovated so fast to deliver SUPERB customer experience that we didn't focus on security" (while 'security' in that case would amount to closing an admin port on an IoT appliance for example..). In general software we get also stuff like that TP-Link repeater (recently on HN) that needlessly queries NTP every 5 seconds, squandering hundreds of megs of transfer per month and basically DDoSing these NTP servers.
It's like this entire mentality that good stuff is too hard or too complicated or too expensive to do (like that Chess guy and his "clever multi-threaded application") while Pareto is very much in effect and even as little as not opening a hundred files at once at game boot or reading the dense man/info pages and thinking for 20 minutes about the problem at hand or back of the napkin math could make a big difference. 10 or 20 minutes or hours of dev time per year is not a big enough reason to squander resources so badly. There is an expression in Polish that seems really apt for developers who "optimize" their time to that degree: korona ci z głowy nie spadnie (the crown won't fall off your head, basically meaning something along the lines that exerting a little effort towards something isn't too much to be reasonably asked/expected of you).
I recall a similar event when someone wanted to stress test something on a webserver and had a few million long file with URLs in it, he did while read line curl $line in bash, it brought his local machine to its knees, probably due to this rapid process creation and destruction. I gave him an xargs with -P and -n to launch a single curl per each 100 URLs instead and it ran no problem and this time the webserver we were testing was on its knees on my much weaker laptop (weakest in the company actually, since I wasn't a programmer and didn't need a strong one), as intended. I'm actually guilty of overengineering myself, since my first try was a Python 3 + requests + grequests script, and only when weeks after I forgot where I put the script and didn't want to rewrite it I ran that xargs version (very Taco Bell eqsue solution actually - https://news.ycombinator.com/item?id=10829512 ).. And that's an anecdote but it feels like people (actual 'professionals' making a paid product and working in $billion+ corps) ship stuff as bad as the original 1 curl per URL script as if it's not a big deal and then it gets justified with some handwaving, "focus on features and not performance and security", "no one is gonna hack a toaster for anything", "computers are fast and cheap", "optimizing for dev time", etc.
It's a typical high volume low margin situation, like Steve Jobs once said during original Mac building that improving a load time by even a few seconds saves lives of people because so many people will use the Mac so often that it will add to a few lifetimes.
Our main processor has more memory, but that goes away when we loose main power. Still, 64B should be enough for everyone.
I wrote a thing way back when, probably a TI chip or something, which had like 300ish? bytes of memory. It got commands from a serial in (which was a bluetooth device, commands were sent from a java application on a laptop), the commands were a simple self-made thing which was a command (two numbers) and an argument (like, "set speed to 10"). That then controlled a PWM for the engine and things like that. RC boat with a few hundred bytes of memory.
I'm reinventing all that now with using raspberry pi's and arduinos and such. I just got an EPC32, which is a $5 device that should have wifi and bluetooth and such built in already.
Also, if it's a PC game, you're looking at memory limits far below what the HW may offer - at least if you want it to run without annoyances. Windows limits the amount of memory it'll allow to be committed to the DRAM size + (current) pagefile size (may only be 4-8GB on SSDs); note how that doesn't include GPU memory - and allocating that counts as commit due to how residency works. Then you're looking at the OS eating 2-3GB of that, plus 1+GB if the user has a browser opened, plus anything slowly leaking memory. And a LOT of recent Windows applications leak memory or actually use insane amounts (including, amazingly, a built-in service on Win10) - if they never access it again it'll eventually get evicted from the working set, which means it only counts towards committed memory; task manager doesn't display per-process committed memory by default. That's only a fraction of all the problems.
Too new to have a mature gamedev ecosystem. I only finally started tooling around with rust when someone tweeted they'd gotten it working on the PS4, but that still puts me in the early adopter boat.
> Wouldn't Rust's borrow checker and resource management at compilation time make most of the described memory reclaiming issues obsolete?
No. It might help you verify that the systems you're building to tackle these problems are correctly implemented, but it's not going to help you tackle the fundamental problem of e.g. "this game has more 'active' data than we actually have the RAM for".
In theory, this is the problem that virtual memory and page files solve. In practice, occasional small 50-100ms stalls which might be acceptable for a text editor are really nasty for a real time twitch and flow based game. 60fps gives you a frame budget of 16ms - if you want your animation to remain at a fluid 60fps, your absolute max frame time is 16ms.
So, games will end up writing their own memory management systems to e.g. partially load and unload textures at runtime. They'll build in knowledge of your level layout to try and prefetch textures before they're actually necessary based on where the player is moving, so they're available by the time the game needs them - and they might chose to render using a lower resolution version of a texture that was kept in memory if the high resolution version wasn't loaded in time instead of stalling the game.
http://www.pcgamer.com/new-details-and-screens-from-stardew-...
In Rust:
https://www.reddit.com/r/rust/comments/78bowa/hey_this_is_ky...
Another one is that borrow checker. Games are heavily multithreaded since X360. Game state + game assets = huge pile of data shared across threads. Borrow checker in Rust makes it harder to write parallel code that operates on that large shared state. For small state and/or plenty of RAM you can afford making copies but games can’t afford that. Sure Rust brings value here by eliminating a class of bugs, but for game clients (servers are different story) the optimal safety/resource tradeoff is at another place than e.g. for a web browser.
Finally, games often use many third-party libraries and frameworks (sometimes called middleware), and due to historic reasons majority of those are C or C++ libraries.
That is how they moved from Assembly into C, C into C++, adopted Objective-C, adopted C# in their tools, accepted external middleware like Unreal or Unity.
So until one of the big desktop or console owners releases an SDK where Rust is the language, they will hardly adopt it.
Sure a few indies might do it, but it will be a blip on the radar of the usual Game Developer Conference attendees.
In game engines, these pieces of memory often need to be mutable by multiple threads. E.g. see this old Intel article for a high-level overview how it might work: https://software.intel.com/en-us/articles/designing-the-fram... Now with DX12 / Vulkan it became even worse, because with them we no longer have _the_ render thread.
Sure, doing that the dangerous C++ way can introduce bugs. But the risks are different.
If you’re working on a web browser (that’s what Rust was created for), the worst thing that may happen, a compromised web site you’re viewing (maybe even by accidentally clicking a link) may infect your PC, steal all your data and turn your PC into a botnet node.
Most games can’t technically fail that bad, due to the following reasons (1) Most games don’t allow users to create content, only the developers do (2) Modern console games work in a hardware-assisted hypervisor (3) Some platforms even verify digital signatures of all the content they load.
Games often create their own allocators for a variety of reasons (specialized allocation strategies for speed or fragmentation reasons, adding debug statistics, enforcing memory budgets for (sub)systems, etc.) - although that's not terribly OS or language specific.
For example, Chrome eats pretty much all free memory keeping tabs loaded, but surrenders it gracefully when needed. That's a great use of memory.
But for an OS, and specifically for a feature that doesn't devolve unless the user goes and manually changes it, it's obnoxious. The OS is inherently a support layer for the things the user opens by choice; I'd argue any expansion of its resource footprint ought to have a clear justification.
Perhaps the obvious question here is "hidden from who?" Blinding the entire dev team to the trick might be possible for the lead, but sounds like a pain.
But squirreling away a bit of memory that won't be announced to PMs/artists/designers/producers? I can certainly picture a couple of programmers realizing that the person calling the shots intended to push them to the absolute limits of "what will fit", and deciding to fudge those limits. Hell, hedging is common practice for programmers and freelancers today when they anticipate bad requirements, and everything I know of the game development's history says the problem used to be much worse.
At the end of production coming up to release is when there'd be a wider focus on general perf / memory usage to get everything to fit for the final release build. In my anecdote above, the reason I happened to find an example of reserved memory was just that I happened to be the first person to go looking in the right place with the right tools, not due to any particular skill or experience on my part (I was pretty junior at the time, this would probably have been around 2004 towards the end of the PS2 / Xbox console generation).
If you're company owner, which path will go? 1. Adding features less frequently, costly development, more people needed, but highly efficient code. 2. Frequent feature updates, cheaper development, less people needed, but shitty code base.
Even if you're brave enough to go for 2, there always will be competitor with 1. attitude, that will crush you into oblivion.
In case of game development, there is Duke Nukem Forever example. They tried to perfect it, changed game engine twice, but release took them so long, game looked dated anyway.
Building a 32 bit exe of a game that uses no 64 bit features, packing assets up to avoid FS chatter, loading lazily, closing up ports on an IoT appliance, not abusing NTP like TP-Link does, not pasting raw user input into an SQL query, having a dedicated security team that 24/7 monitors all tech deployed in the company for outdated versions of software?
These things are absolutely basic and most are one time efforts and others completely achievable. None of them require any degree of excellence. This is not about excellent code, this is technology 101. There are trade offs to be made like IDEs in Java vs. native ones on look and feel, features, start up speed, snappiness, etc. but there is no trade off in a situation where a program does less stuff, does it in a worse way and does it slower and taking more resources.
Look at amounts of money Equifax operates with and how touchy the information they handle is and try to tell me again with a straight face that what they did skimping on security and running outdated software was all okay because if they did better they'd be crushed by costs and competition into oblivion. And now there are already articles pointing at China with evidence as flimsy as "Chinese security blog reported the vulnerability day after it was patched by Apache and a week later Equifax got hacked".
Or explain to me what and why is TP-Link doing with it's repeaters querying NTP every 5 seconds (which actually takes more development effort to do than not doing anything would).
Or the recent failures of Apple, like password being stored in the hint field, that got deployed despite their (supposedly) stellar QA and polish that justifies the high price of their products.
This fail talk all reminds me of yet another crazy negligent story. There (and still is) an online shop in Poland that once was doing some "adjustments" on a world facing machine (that was supposedly not available from the internet due to high traffic causing the hosting provider to take it offline... I don't get it, the language and concept described is murky). Someone accidentally removed index.php (by renaming it to inedx.php), the web server had file listing enabled so what was shown was the webroot file listing and there was a textual backup of entire DB in it that had in it real names, phone numbers, delivery addresses, plaintext passwords and email addresses in it, it was of course accessible to the web server so all that separated you from data of 65 thousand people was a single click... The company of course bullshitted and gave 20% sale to everyone affected after lying for 4 days and saying they have "experts working on it"... They are also quoted as saying that "users agree that all their data is public when they sign up" (about real names, phone numbers, addresses, etc. despite the fact their terms and conditions said that all data is used only for order processing and never made available to anyone..) but it's murky and might have been a hoax. I'm not aware of anyone going to jail over this and the shop is evidently still open for business. Here's an article (I do not have an English one) if you're interested: https://niebezpiecznik.pl/post/kupiles-papierosa-przez-inter...
Tell me that stories like these are not absolutely surreal and that you'd never do as badly personally (I mean really - all it takes would be to try visit the website you just edited to see if it's okay and notice the file listing, lack of index.php, etc.). I'd not believe such a multi-layered fail story (file listing on, removing index.php, plaintext passwords, DB dump in web root and accessible, they way they didn't do responsible disclosure, etc.) if someone told me, it's too outlandish but it's also - evidently - true.
A university teacher would have crushed me into oblivion if for homework I submitted a web app vulnerable to SQL injections because "no one will guess to do that and it's illegal anyway" and that stored plaintext passwords as a "reminder feature". But I would just not submit something as bad in the first place, and as you can see I am not coy and can stand my ground if I think something right. But in real world both happen and then people scream China.
Even just recently someone had a laugh here in the comments under Mirai story about how it was considered (as always..) to have to been China, Russia, North Korea, etc. and then it turned out to just be few really smart Minecraft kids plus millions of devices with Swiss cheese security out in the world.
Duke Nukem Forever is a very special case of development hell, it doesn't exonerate games that don't even care. I have played games on my old laptop with no real GPU, including Unity3D ones, it's not the tool, it's how it's used. Today I can't play a 2D VN I paid for on an integrated Intel GPU and that's somehow okay.
I've already spend too much time replying to you and the "hurr durr we cna't all use cppluspluz!" gentleman/madam below. I won't be reading any more replies here, if I didn't convince you then nothing will (short of getting burned yourself by some company leaking your data in a dumb way - hopefully not).
And quite more often, it's a choice between doing a game using a modern engine or not doing the project at all.
Favouriting this comment for reference the next time I have to bring this topic up here.
George RR Martin used a DOS machine to write. I'm pretty sure GRRM does not actually write anymore.
The C++ part is a complete strawman, nowhere did I say that everyone must now use C++ only. Unity, Unreal, Python, Electron, et al are not the problem here, the problem is bad practices and laziness. I ran simple and free 3D Unity games like The Very Organized Thief on that years old integrated GPU, today I can't run a 2D VN I actually paid for and that does nothing graphically stunning on a much newer and more powerful integrated GPU. Because reasons. Loading assets of the entire game all at once in a blocking way and storing them in loose files instead of packing and compressing them is not generating ROI or saving time - it's plain dumb and lazy. This is not okay in my book and if it is in yours then you are part of the problem. If you opened a hundred files one a time in C++ the result would exactly be the same and a fix is to actually test it and improve it, not decide it's good enough on your SSD and slap a '1.0 Gold' label onto that build.
It's absolutely not polished either. If you have watched the video you'd know about how "voice acting" amounts to c.a. 70 seconds of gasps and hellos, how translations support and control support has been cut and there is 0 ETA on them, how the developer ignored my questions about these issues, how new game plus is semi-broken, how lacking the VN features are (not even a dialogue history) and how clicking too fast can break the dialogue system (in a VN, for crying out loud, a genre that you do nothing in but click through dialogues). There are also a few writing mistakes that slipped through.
The game went through Square Enix QA (via their indie program) for months like that and took 2 years and about 200 000 euros to develop. There is still no promised Mac build despite them using a "portable, no code, HTML5" engine. I will not buy any excuses at this point, especially after being radio silenced while the developers take time to make cute replies to positive Steam reviews, and I will advise everyone to stay away from that borderline dysfunctional developer.
I have made plenty of sacrifices in the past, running really heavy IDEs on even my old laptop because features they provided me with justified the costs and the lag I experienced compared to vim, Notepad++, etc. When I pay for a product (or even get one for free) and it does less, does it worse and also uses more resources - that's not justifiable, that's bullshit and needs to be called out and stop. Clearly not everyone is cut out for tech related works and between all open and free tools the doors to tech world are open wider than they ever were, plenty wide to require at least a bit of decorum from everyone who gets in, not require users with 3-7 year old machines that are in completely working order to throw them out.
I can also forgive actual indie developers (that do not have a pile of cash and a corporate supporter taking care of promotion and "QA") a lot but there is absolutely 0 excuses for these guys or for Sony to get SQL injected, Equifax to handle people data in the way they did, TP-Link to misuse public NTP servers, IoT devices and drones to have their ports wide open, etc. zero (greed, sloths and other cardinal sins are not valid reasons).
The second problem that I see is that of 'free' speedups. If you get a free speedup from hardware tech (like SSDs), you're thought is never going to be how can I match this speedup with my own code optimization, it means your production time is now cut in half or you can go focus on other things. Its only when you're forced to come in under a certain performance budget that people bother to optimize. As it is, this only seems to happen in fixed-hardware situations like console games/embedded systems, etc.
And if your performance is poor the first thing you do is add some debug code to measure what is taking too long and where the biggest gains can be made.
The whole point of these tools is to make this stuff easy to find.