Monday, November 2, 2015

Vulkan, DirecX 12 and the Low Level API craze

A bit of history

There was a long time competition between PCs and consoles for giving the best visual and experience inside games. Also, typically the consoles had high end specifications when they were launched, but later they age fairly quickly because the PC market had bigger competition, but still they offered a consistent and higher frame rates. How was it possible? In part there were two factors: there was no fragmentation so programmers could fully use the hardware components without coding workarounds if a specific hardware component which does no offer hardware acceleration and the second part: the hardware was open to developers (after you sign an NDA) with lower access than classical OpenGL/DirectX API.

Enter Mantle

Mantle was the idea that AMD had to offer this low level for their hardware, and they did work with a game developer (Dice) to make it more usable for "mere mortals". Mantle had a fairly small impact overall for games but a big impact for industry as big (theoretical) potential. Later Mantle was offered as starting API for Vulkan, and Microsoft's DirectX 12, Apple's Metal following suit to offer similar functionality on their (propertary) OSes.

So what is it so special about these low level APIs? (I will do my analysis based on mostly Vulkan based presentations/documentation and my (limited) understanding of DirectX 12 (and assuming that many things are similar)).

Three items are the most important:
- don't do most of "rendering" on the main thread
- move part of driver code in user-space
- don't do (any) validation in "release mode"

Don't render on the main thread

Typically rendering in a classical OpenGL/DirectX application is basically issuing drawing commands against a driver and these commands are processed on a pipeline. Also, there are pixel/vertex shaders which they do pre-post processing of pixels and geometry. For historical reason most of developers are used to draw using main thread, so the drawing has to be done waiting basically on drivers to finish all drawing.

Right now the drawing commands are right now named: Command Buffers and these command buffers can be processed in separate CPU threads, and they can be reused! Follow this presentation for more (high-level) details.

VK_CMD_BUFFER_BEGIN_INFO info = { ... };
vkBeginCommandBuffer(cmdBuf &info);
vkCmdDoThisThing(cmdBuf, ...);
vkCmdDoSomeOtherThing(cmdBuf, ...);
vkEndCommandBuffer(cmdBuf);


This thing in itself can scale horizontally on both higher spec machines but also on lower (yet multi-core) machines as ARM or Atom CPUs which is really great thing for many cores which are not that fast.

Moving the driver code in user space

These command buffers are combined in rendering pipelines. These rendering pipelines which include the pixel/vertex shaders are prepared themselves can be setup on separate threads. Pixel/vertex shaders are right now compiled from a bytecode (named SPIR-V), which makes the scripts loading and processing faster. This item is not for importance in DirectX world because Microsoft was doing it as far as I understood from DirectX 10, so if you think that your game (Dota 2, chough, chough) because it has a lot of pixel shaders to precompile, it would not gonna happen.

Moving most of processing in userspace means both good and bad things. The good thing is that good developers will not have to wait for a driver developer to optimize a specific code path which the game needs. Another good part is that having most code in user-space the code should run faster as many drivers do "Ring" switches (jumping into kernel mode) which is a very expensive call (low microseconds level, but still significant if happens tens or hundreds of times per frame draw, as a rendering time per frame should be around 16 ms). The ugliest thing I can imagine is that very often driver developers for the main video card vendors do a good job. So in this scenario I would expect that driver developers will have fewer ways to improve all games.

Don't do validation

This is why you will hear things like: even if is using one core, the processing is still 30% faster using DirectX 12 (or Vulkan). This is of course a double edged sword: you can get very weird things happening and no one can assist the developers of what went wrong.

The good thing is that Vulkan come with many validation tools in "debug" mode, so you can check the weird mismatches in the code.

Should you install Windows 10 or find a Vulkan driver?

If you are a developer working with graphics, the answer may be yes, otherwise, not sure. Try not to get hyped!! Windows 10 had huge problems at launch with some older NVidia cards (like series 500 or lower). Having DirectX 12 which theoretically would run your future unlaunched game in one year from now means very little for your today usage of your computer.

If you don't play a lot, the situation is even worse, as for most interfaces I'm aware the most time in processing is mostly: font metrics calculation, styling, layouting and like it and sadly none of them are to GPU taxing.

Would Vulkan or DirectX 12 have a big impact? I would expect that in 2-3 yers from now yes, but not because anything changed for the user, but only because the industry will upgrade naturally the software stack.

Wednesday, October 28, 2015

The Monkey mastering .Net!?

For readers of the blog, they may notice that I am kinda big fan of Java's optimizer and environment but on my day to day tasks I'm still using .Net. Also, to do something interesting, I look into loading big data sets and a good way to work with this data is to look into the Heroes 2 data and the FHeroes 2 algorithms of processing them.

The previous post was how it is possible to read the game data of few compressed MB in few seconds. But the original algorithm extracting all data data from Heroes2.Agg (kind of a "global file system" for graphics) and compression them into a zip, and this zip full extraction was later benchmarked.

But how much does it take to run it from command line?
Time: 18349 ms
So it takes 9 times to extract the graphics of the original game using .Net than to extract them from a plain zip from Java. As the algorithm is very slow, I was suspecting something went wrong. Obviously I checked to be sure that I set "Optimize code" into the assembly's properties. Checked...

After digging, I found a smoking gun: by default Visual Studio 2015 sets the: "prefer 32 bit code".

Chosing 64 bit code, the answer changed drastically:
Time: 13396 ms.
I tried to switch also from 4.5.2 to 4.6.0 (maybe is related with RyuJit) but the times were fairly consistent.

The last surprise? I tried Mono even knowing that is a 32 bit only environment on Windows.

The result? In part a bit shocking: time: 8554 ms, so more than 2 times faster compared with .Net. I measured twice, the results are consistent. Also, Mono comes with many options which is in fact amazing if you ask me, but they did not impact almost at all the performance:
- mono --llvm: Time: 8297 ms
- mono -O=unsafe: Time: 8325 ms

Disclaimers: these tests can show a pathological case of .Net. To try to reproduce the test, you have to get Heroes 2 Demo, take heroes2.agg and copy it inside "data" folder, and run the revision of NHeroes2 on GitHub comitted just around the blog entry was written.

But some rules to keep in mind when you run your application in .Net environment: 
- make sure you have "Optimize code" and "Any CPU" (without Prefer 32 bit) or x64 binary checked on Release. Otherwise you can lose 25% in a bitmap processing code.
- if your code runs in Mono, try it, it may run faster than 2x times and maybe this is what you need
- try Mono even for other reasons: this will make your code more future-proof, as you can migrate at least some sections of your code to your server with Linux or with your OS X. Even more, if you can afford, you can buy tools to build .Net applications with Xamarin. To me they look a bit overpriced, but if you need to support starting from a C# code an iPhone application, why not to pay to Xamarin
- at last: I found some functionality I was using, was not working optimal with the latest Mono distribution, but there are many workarounds for it: the .Net default Zip compressing library is not supported and it crashed on my machine in Mono. But this was not an issue, as there is ICSharpCode.SharpZipLib which runs on Mono just fine. Xamarin are fairly good on catching up, so I will not hold my breath if Xamarin would have maybe in few months some Zip file support compatible with .Net Compression frameworks

Ah, and I forgot to say, I don't know fully why the performance was so bad, I would expect to be a bit related with GC behavior, and is possible that the GC of Mono to have a bit higher troughput but a worse "worst case scenario" than .Net. This may explain maybe the difference from 13.4 seconds to 8.5 seconds. Or maybe a weird bounds check that the .Net optimizer may not optimize it nicely and Mono would do it... I really don't know. If there is someone wanting to investigate and make the code much faster than 8 seconds with .Net using a custom profiler, so be it, but just don't use this as either a "definitive proof that Mono is faster than .Net". Similarly, don't forget that most of the time, a well optimized code can run faster just if it has better organized data. .Net would likely extract all data (estimated, not absolute numbers, as I never wrote the .Net code to extract from zip) compared with Java previous post in around 6 seconds, and it would be faster than Mono with the actual 8.3 seconds. And Mono would not be able to run faster because it crashes with the zip format for now.

Sunday, September 20, 2015

Optimizations on bigger data sets

I started around one year ago jHeroes2, wanting to be a port of FHeroes2 from C++ to Java. As I had the code around, I also tried to do part of code in C#. The ugly part was that using a standard toolkit (I'm saying about JavaFX or WPF in C#) the drawing is fairly slow. Is faster than let's say Windows Forms on displaying multiple bitmaps, but it is still fairly slow (or I don't know myself how to optimize the code for either toolkits).

But one interesting part of the bunch is that I learned some tricks that were done originally by the team of the Heroes 2 when they did their "big archive with all content" file. They did a full index, and later the file content is made as a simple algorithm of "painting". The algorithm of painting is really nebulous and I'm impressed by the idea that the FHeroes2 guys succeeded to uncompress all pictures.

So based on this and also of my working place experience, I thought that it would be handy to take all pictures of Heroes2 main Agg file, decode all images and (re)compress them as full bitmap data. As data is compressed, as a result I did make a full zip with all pictures are inside Heroes 2 that could be decoded and I repacked them. I did not use indexed colors (even they would reduce the bitmap size) and I did not save them as native bitmaps because I wanted to check some things I will elaborate in this entry.

So what the compressor does:
- iterate over all pictures in heroes2.agg file (a 43 MB file)
- extracts them in memory as bitmaps
- take every bitmap and saves it either in a text format, where every pixel is a hex value, or a binary integer array
- compress every array of text/bytes to a zip entry

What the benchmark test does:
- take the zip format entries one by one
- decode width/height first then creates an integer array and reads/decode the hex strings/byte arrays
- converts this int array into an Image format.
- ouputs the time.

First of all the zip file for binary data looks like following:


This in short presents 15.000 files (pictures) that if are extracted would be like 250 MB of data that if decoded to disk would look like this:




Given this much data I'm sure that I would be interested to see how quick it would work to decode all photos. 

So first of all, having these two zips, I would want to have a baseline. So for this I started with .Net code to extract all zip content micro files in byte arrays into memory. The timing was the following:
Time: 2604 ms
Time text: 3276 ms
This means in short that if you would want to uncompress with the latest .Net on a 64 bit machine on a fairly quick laptop it would take to you to around 2.6 seconds for a binary compacted data and around 3.3 seconds just to uncompress the data.

I was running the same code with Java for extracting, and it was running in around half of time. So using hex data, the decompression time will be closer to 1.5 seconds, but the times are like following. 
Time (extract text): 1678
Time with string split: 7012
Time no alloc: 4474

Time (binary data): 1685
Time (extract data): 943

A graph (with shorter bars, are better):

So, what I eventually found was that you can write quicker conversion from binary data to image in Java meaning: extracting 15.000 files in memory, make them int arrays then  convert them to pictures, in less than 1.7 seconds on my machine, than .Net time to extract the pictures.

This is great, but also, I've wanted to see another more real-life use-cases: if the users for example compress hex text files, the code to extract it, even is split in a fairly GC friendly by splitting text into lines, then splitting text into tokens, and then using Java's string to hex formatting it would run very slow, in around 7 seconds. Another interesting code, was that instead of splitting strings per row, it can be written most of the code, even with plain text with zero allocations on pixel drawing (or close to zero, there are allocations for image itself, or the integer array, and so on, but not on the processing of small pixels) and with this you can get into 4.5 seconds range.

At last, you see, .Net was really very slow, really? Yes and no, in this code Java was faster for many reasons, the simplest of them being that Java optimizer is more advanced that the .Net optimizer, so on highly tight loops when extracting code, Java was shining. Also, the code with zero memory allocation for example, or the one with binary processing, I was using lambdas knowing that Java 8 took into account the idea to optimize this code.

Could it be reduced the time to be less than 1.7 seconds? Yes, but not by much, excluding, and here is the main part: that Heroes 2 has a 256 color palette. Reducing the full bitmap data into a palette code, would reduce the 250 MB of data to around 85 MB of data, this meaning that extracting would require around 1/3 of time, and similarly, the uncompressing of data, would be also very friendly to memory allocator. I would expect that extracting of 85 MB of data compressed (which would be very likely under 10 MB mark) would take maybe a bit less than one second.

So what I've learn myself and also people curious how to improve their application performance:
- if they have bigger projects/documents that their application should load: compact the data into binary. If you need to save plain text data, save plain text data, and make a binary copy of it in a temporary folder and a hashed key file to make sure the original file is not modified. If is not modified, load the cached binary file.
- use Java over .Net if you want to have very big batch processing
- reduce memory allocation/reallocation. This can reduce even for text based format to just 2.5 times slower than the full binary format. 

Thursday, September 10, 2015

Apple's September Keynote CPU claims review: Why You Should Not Buy iPad Pro

First of all, you may buy your Apple products for other reasons than this post, but the single reason why I will make here this post is simply: Apple definetly lies customers over the keynote and if you care about honesty, I would not buy at least the iPad Pro.

So, first of all watch the keynote if you didn't watch it already! and after this we will have to define our terms. This is second time (after launching of iPhone 5S) when they state that the CPU inside the Apple product is "desktop class CPU", "Console level graphics" and things like it. If you want to be "selled" please take their message in writing.

So why Apple is dishonest, let's take claim by claim:

- the CPU is 1.8x times faster than their last tablet (iPad Air 2) and it will be faster than 80% of CPUs found today in mobile devices (like laptops). This is hugely dishonest at best. Their lowest cost model is at 800 USD, and at this price it is definitely on the lowest performing devices and lower spec. For 800 USD (or in EU will be like 800+ EUR) you will be able to buy more than 32 GB of storage SSD and a fairly beefy laptop. I bought Lenovo Y50 but previous year model with quad-core CPU (compared with very likely just 3 core iPad), 8 GB RAM, 1 TB storage (SSDH, but I would opt in for a 250 GB SSD), UHD ("4K") for 950 USD.

So let's benchmark it in a one core CPU, and let's use a benchmark that is not optimized for Apple (neither for Intel): Kraken benchmark. Apple iPad Air 2 (their fastest iPad) would give like 4000 ms. Let's say that Apple would achieve 1.8x (not "up-to" but true 1.8x) speedup. This would mean that this newest tablet in one thread performance would have like: 2200 ms to finish the JS Kraken benchmark.

Running today on this Lenovo laptop?  1134.2ms in Google Chrome and 1118.3ms in Firefox. In my book it means that a typical powerful laptop in the same class with the "iPad Pro" price wise should be at least 2x faster in single core performance and in a multicore scenario would be like: 2x * 4/3 (4 cores in laptop vs 3 core in iPad) = which would be more than 2.5x times slower.

2.5 times CPU maybe is a small inconvenience, but what about the rest? 

GPU benchmarks?
3DMark IceStorm has around 210K points on the Lenovo Y50 laptop because of powerful NVidia 860M. IPad Air 2 is around 22K. If iPadPro has 2 times the performance, will be still around 5 times slower than a mobile GPU.

Memory?
2GB LPDDR3 vs 8 GB (low power LDDR3) memory. Not sure about you, but having less memory for a productivity device is for me a big differentiation factor.

Screen? 

4K (3840x2160) is bigger than iPad Pro resolution (2,732 x 2,048). And the DPI should be comparable (the Lenovo has 15 inch vs close to 13 on iPad Pro).

Other factors?
Maybe there is another factor that you would want a laptop. Maybe later expand your storage space or memory. I did this in fact, I switched from my HDD to SSD and from 8 GB to 16 GB. I could do it by myself in fact, it was really easy enough.

I am sure that if you care about your money and you are not wanting to show your Apple elitism, I'm sure that with a quad core laptop you can get better on the high end.

But who knows, maybe it is desktop class CPU, if you take the crappiest CPUs from the market. For example, again, if Apple is given 1.8x speedup, would match most of integrated AMD APUs, but this is again dishonest, because their (integrated) GPUs should be at least similar with the class of the 860M graphics, maybe a half. And the entire AMD systems cost in around half of price, or Intel lower cost laptops.

In fact a system which is comparable with iPad Pro should be one like this one. Of course, not on the screen size, but on the "Pro" computing specifications.

Conclusions
Of course probably you decided before reading the article and a rant kind of a blog entry should not make you change your view. Still, if you care of a company being honest, and you don't mind to get in fact a kinda Atom Quad-Core performance kinda laptop but in a tablet form factor sold on the price of entry level 
i7 Quad-core laptops, then go ahead...

Wednesday, August 12, 2015

Write Your Desktop Application in a VM for Your Security!

Today when I arrive to my computer at work I receive the Windows Updates. 1 GB... 1 GB! Most of them are of course security patches which go over Windows, Office and things like it. If you look deeper, you can see that is not only in regular code but it is all over the place. This happens also for Windows 10 like ZDNet confirms.

The updates are in .Net framework, graphics drivers, mounting devices (and Office as told previously) and so on.

These components are as we can guess mostly in C or C++, in part because it is harder to look to all buffer overflows in all Windows codebase, but it is also in part because lower level languages require a hard(er) time for developer brain so it makes harder without very deep code review to get these things fully right.

I hope that most readers could understand this and I would also expect that most of readers are also writing code in .Net (and Java and JavaScript) but I want to express only one idea which in most of the time the security as being hard in itself, adding the concerns of low level bounds checking, makes the security to be very hard to achieve. So it is more economical (and logical) to externalize those risks for other companies (like the OS vendor, the VM creator(s) and so on).

But the latest reason why I do think that is also important to use a VM is the simple fact that is visibly easier to patch your code. If it is JavaScript or Flash, you do upload new application on site, and you're already patched. Users have to refresh the browser.

If you run your code in Java or .Net, if is a very low level security vulnerability, you ask users to upgrade, if it is in your application, you have functionality more or less built in. It is very easy to download files using either Java or .Net and to extract them if it is used a zip format.

But if you use C++ you have to compile the application, have the updater a bit awkward written (as there are some Windows APIs supposedly to do some C++ code), you have to make sure that it supports the right machine (like x86 or x64) and "you're good to go".

With the world of AppStores there is an argument that C++ can be deployed as easily, but in part I still don't think so for one reason or two: if you deploy your Android Java code, you don't bother with which CPU has the tablet, for example a MIPS32 or MIPS64 one. For iOS you have to support basically two platforms because Apple environment is tight, and for Windows by far the easiest way to work is still with C#. Also, an argument that the iOS environment it is itself like a virtual machine now,

Tuesday, August 4, 2015

Premature Optimization Is (Almost) Mandatory

"Premature optimization is the root of all evil" was told by Donald Knuth, right? Right, but he was misquoted. He said in full: that for 97% the premature optimization is not necessary. You can access the full paper where the quote is taken from here. Even more, he said so in context of using ugly constructs (he was refering on GOTO statements). And more, he did point out that statistically the hottest of the code is in 3% of the code, and the full statement of him was: "We should forget about small efficiencies, say about 97% of the time: premature optimization is the root of all evil. Yet we should not pass up our opportunities in that critical 3%.". So, he doesn't say about stop to optimize (don't forget, that "premature" is a loaded word, having already a negative connotation) but the reverse, to optimize the code that is hot.

Based on this, I found many misconceptions regarding optimizations and at least this is my view on it (from the most important to the weakest ones):

1 - "You should not optimize in your game/application the loading time, this happen just once, after this application runs fast/properly". There is some truth to this statement, for example if you watch a movie, you should not care if the movie player starts in 0.1 seconds or 2 seconds. But what if the movie player starts in 30 seconds? Would you want to watch using this movie player to watch a 2 minutes clip? Many developers have quite powerful machines, like they have SSDs, 4 cores with at least 8 GB of RAM, but their application will arrive to users that do not have these cool components and the application will run visibily slower

2 - "The redesigning of our architecture will bring the application performance by 4x, and optimizing the current design will give to us only 2x speedup, so there is no need of small optimizations" - but very often this 2x speedup would mostly be transferred in many places to the new redesign, and the architecture redesigns are very expensive (as developer time) to do them. Let's say the company switches from any SQL kind of servers to NoSQL but the application logic is the same. Let's assume that in that scenario jumping from let's say MySQL to MongoDB will give a 4x speedup for queries, and let's say the queries were using 2/3 of the time of the entire system. The final speedup will be exactly 2x. But let's say that the company optimized only the part which is not related with SQL and the speedup is 2x and for the entire system the speedup is 33%. Even it is slow, customers will have a tangible benefit next week/month not after some months when maybe they quit already as potential clients. Even more, when the migration from MySQL to Mongo happens, the system will work 3x faster. But as real life happens, sometimes can be a pathological case that for a customer Mongo runs in fact 20% slower when migrated, but because the optimizations are done on the system level, the system would run still more than 10% faster. There is a lot of math here. done on the back of the envelope, but it simply states that it never hurts to have small optimizations done.

3 - "When I develop I don't need optimized workflow, my machine is really fast": this is kinda true, but sometimes is not that true. Many big applications take long time to start which is again kind of normal, for example it needs to get updates from server, and you as a developer you can pay (because you have SSD and 8 GB of RAM) at least when you are developing to wait for 10 seconds to get the real case data. But if you have to reproduce a bug, imagine that every second counts. It counts because it annoys development, it interrupts it. Especially if your build system takes minutes you will notice that you go to a blog and you read the news and rants (like this blog) but you lose the focus of which bug you were really working on. This is not a fault necessarily on your organization, but this is how human mind works. This is kind of the first point ("you should not optimize loading time") but is directed to developers. You as a developer have to make 1 step build if possible and focus to not do crazily much stuff.

4 - "You don't need to optimize your code because compiler knows better" - I am sure that micro-optimizations like using minimal numbers of variables a compiler will do always a better job than you, but this is blatantly false. Compiler can optimize your code but most code is not run within the compiled code, especially in managed languages (C# or .Net ones, Java, JavaScript) you will see that the compiler runs a lot of code with libraries. Most compilers cannot optimize string concatenation, even though Java will use StringBuilder when you use + to concatenate strings. And the reason it does it in this way it is because compilers don't work well with strings. Every time your code does read from files, a compiler will not know a lot about your file format, duplicates of data, or the fact that you could read less data and rebuild the information. No compiler cannot know if you load 2 times the same image, that it should load it once and cache it, and so on. Even worse, is that even we allow to think that your environment is well optimized, it means that only your code remains the slow part.

5 - "I should not speedup my web service, I will put it on Azure (replace this word with your Cloud solution)" Not sure about you, but having a faster web service means that you have a simpler administration as you need to spawn fewer instances, smaller costs, even the improvements of code could be a bigger upfront cost.

6 - "You don't need to optimize allocation, GC does it fast(er)" Did you measure this? GC definetly has quicker allocator than let's say C++ one, but every time when you do a "new" for a heap object, the object has to zeroed, it also moves the allocation pointer and it means that it makes the CPU cache line "dirty". If you have some code that reads from a file line by line and you have your own "read line method" (I'm saying especially if you want to improve the load time performance, see point 1), you may make a reactive interface, and instead of allocating a new buffer, it looks to me a fair design to just recycle the buffer. The speedups on .Net side are fairly significant, and I would expect the same on Java. Allocating more seldom these small objects will make the GC to be called less frequently.

A bit wider problem of architecture redesign. Today in most companies I work they do use Agile methodology, which is in itself an incremental methodology. This makes almost impossible to make in big systems architecture refactors and even they do them, they are done by the most senior team members, which they know "the core" well. This means that it is possible that an architecture refactor can take not months, but years sometimes, because you cannot risk to break existing iterations, so the code is prepared with small small steps to accomplish this redesign. 

In conclusion, this post is not specially to use GOTOs, which both me and Knuth would disagree, but the idea is that every time when you can isolate (in a profiler) some slow code, optimize it now, not tomorrow. The later you do it, you will suffer it in testing it, having a bad application experience (and users will feel it also very often!).

Monday, August 3, 2015

Visual Studio 2015/C# 6/.Net 4.6 (RyuJIT) review

This maybe it is in context of Windows 10 launch when the impression was a bit of a buggy release (and with the fact that some families of video cards are not even supported, like NVidia 4xx cards or older) Visual Studio got a much less attention.

I think this is right for most users, but on the other hand I do feel that this release is extraordinarily... strange. It is outstanding with some features like including of profiling tools even in Community Edition (the profiling tools are limited but still much better ones than the previous not- included ones).

The first impression I had was many fold positive:
- C# 6 which looks to me like a streamline version of itself which was forgot basically from the times of .Net 3.5/VS 2008 (that come with Linq and var keyword). Making code to be less repetitive is an amazing stuff. If you have time to listen for more than one hour, this presentation is excellent. Please push in your company to use C# 6, that excluding if you use string interpolation, doesn't require any .Net support. I'm not a VB.Net guy and I cannot comment much, but I expect to be good stuff here also.
- Roslyn idea even it was as a part of NRefactory for years, it is really well implemented at least that as you type you can see very reliably if your code has errors. No full build to see if are failures. This is really a huge timesaver in itself. This "language service" which is exposed as an open API will make that C# will not have strange behaviors in completion, especially if you will use future versions of CodeRush or JustCode. I love Resharper, but it is still great to know that Roslyn will be part of future SharpDevelop and MonoDevelop release
- .Net 4.6 comes with awesome improvements, I would expect in future to see releases like Paint.Net or photo image manipulation programs or some entry level video games to support SIMD libraries. They come for free, but there is a caveat for now. It still has some obscure bugs (which to be fair, are to be expected) especially if you run F#. The reason why only F# appears to be affected is in part natural, it is because F# requires to allow "tail call optimization" which in turn changes recursive calls into loops. Without it many F# programs can either run with "stack overflow" or have very ugly performance profile. So don't rush for now to run it into your production server, or do it only for your VB.Net/C# code
- even I'm not a C++ developer, it looks that Visual Studio supports very well C++ standards, which again is a great achievement, so you can target with one C++ codebase basically all platforms (like iOS, Android and Windows) without strange #define

As a .Net developer I am still disappointed with .Net which looks today excluding for web stacks (and even there the solution was mostly made as a response of NodeJS/small web servers from Ruby or Java world) so it looks as a desktop tool incoherent. I honestly don't know a Microsoft stack that I can support more than one platform, even in Microsoft's ecosystem. WPF is decent, they patch it, but it looks to me is like an MFC which runs on top of DirectX9. Not DirectX12.

Even more strange is when you install Visual Studio it comes with no package to develop with .Net on other platforms (like Mono) so up to the point that NRefactory is stable enough, your C#6 code you run will run only on Windows or on Linux as an CoreCLR .Net distribution, but not on Mono. This is kind of a bummer if you ask me.

Even more, and this is in fact not a rant against WPF, but as they improved VB and C# (and C++ for that matter, and F#) why they didn't improve Xaml. Xaml is an horrible language, if you can name it so. It has various framework conventions which are almost always broken. You add on this that WPF platform without (and even with) custom controls runs slow with more than some thousands of items. The reason is not that is not GPU accelerated or are GPU drivers faults, or that DirecX9 drivers are not to the snuff, but because when you profile WPF applicaiton, you will see that the internal layouting is hogging the CPU.

If you add other and other issues, it looks to me that if you want to written an application that is for example cross platform, you have mostly Xamarin solutions (MonoGame, Xwt, Gtk#, Xamarin.Forms, and so on) which is at least for me a bit strange.

What I would hope that the VS+1 will support in no particular order:
- polish the software more: it looks to me that Microsoft has right now quality issues all over the products. Complex software is hard, but working little by little and releasing with two features less will make the environment more nice. Not sure about other uses, but at least under Windows 10 but with latest updates, I had fairly many freezes and crashes. I definitely had much fewer under latest releases, but from time to time I still have "blue screen ;) " in Windows or VS hanging sometimes. Especially under debugging situations
- give a clear vision about which frameworks are supported by Microsoft. I'm talking here WPF in particular, but I think that many other frameworks (which include WCF, Silverlight, even the original WinRT code) are either not well exposed or not clear when or how they are supported. This makes very hard for some developers (like myself) if I would have an idea of a startup to start with Windows for a two years project. Java even it is worse technically (in many ways it is worse), I know that they don't let freeze some features, and most of them are in the open. Visual Studio comes with tools from editing Html, to C++ coding for Android. It looks to me like a dinosaur, but maybe is my limited judgement
- should not try to put under one IDE all languages/platforms. And the reason why is that VS is not an open platform like Eclipse. People will not extend it to make CAD modelling out of it. Even it lets you unselect them, by default are to many things included. Features do not matter only by count, but by making a sane experience for users. Use NuGet for adding language services.
- this maybe is easier to say than to do: start with TypeScript and make a .Net language that resemble it. Make a very light language similar with Swift to work for both "Desktop" and "Web" world. C# is really better in my view than Java (which was competing with) but to be fair JetBrains' Kotlin language is definitely more usable. Ruby (excluding that Ruby is not strongly typed) is again more usable than C#. But the "static version" of Mozilla Rust looks really promising and is clearly high performance. Maybe the starting point should be Visual Basic.Net but remove the legacy and make similarly a C# without the legacy. To be forced for example to not iterate without IEnumerable, and you will have to create a separate code (similar with what C# developers write with "unsafe" code) for people who still want C#.