Comment by jayd16

4 hours ago

Even more so, it shows that SoA data structure means you can add fields to your 1M monsters with little impact.

This is valid for sequential scanning of the data. The CPU will fill whole cache lines at once with the arrays that do get used and the algorithm touches all the field instances in the array.

Now think about random access to single struct instances instead: the CPU loads a cache line worth of data for each field and uses only one element out of the whole cache line. This is much worse than a compact structure representation of the same data.

SoA is not universally better.

  • No it's not always better and I didn't mean to imply it was. I was simply saying that the article argues against its title.

    In both cases you want to think about locality of the next read and structure the data accordingly.

> you can add fields to your 1M monsters with little impact.

Great for this access pattern, but I wouldn't make a general statement like that. This is the same thing as row-oriented vs column-oriented databases, OLTP vs OLAP. SoA is weak if you are adding/removing monsters more often than accessing a single "hot" field.

  • > SoA is weak if you are adding/removing monsters more often than accessing a single "hot" field.

    Why is that? Genuinely curious. Does "weak" mean that it performs worse than AoS, or that the gains aren't as significant versus AoS?

    • It's because removing a monster with 20 fields from an SoA structure means resizing 20 arrays. Removing the same monster from an AoS array involves resizing a single array, which you're going to process in a very cache friendly way.

      3 replies →

Yes. I think one of the big advantages of SoA is that you only pay for the fields you're currently using. If you need a field somewhere, you can add it and only pay the cost of iterating it where you need it.