There are only a few sections where the gains were at all significant.  
Rather than a divergent library they probably could've realized a few 
optimization patches and gotten the same benefit.  The thing I don't 
understand though is why so many software companies to this day still 
try to do so much low-level memory management themselves, as if the OS 
was incapable of it.  It's not just gaming software either: case in 
point, Firefox and its insane memory management that bloats to using 
hundreds of megabytes over time.

Paul Peloski wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> In the algorithms they made some significant gains on Windows and Xbox, but
> not so much on Mac and Linux. I guess libstdc++ is faster than Microsoft's
> STL implementation. Since a lot of games will target Microsoft platforms I
> guess it was a good move to rewrite their STL implementation.
>
> I wonder if Valve has a similar benchmark comparison for CUtl* and the
> equivalent operations using STL.
>
> Regards,
>
> Paul
>
> On Fri, Feb 15, 2008 at 11:23 AM, Nate Nichols <[EMAIL PROTECTED]> wrote:
>
>   
>> That is a really interesting article.  How did you find it?
>>
>> Also, they do have some performance benchmarks buried at the bottom:
>>
>> http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html#Appendix_20
>>
>> Nate
>>
>> On Fri, Feb 15, 2008 at 9:55 AM, Paul Peloski <[EMAIL PROTECTED]>
>> wrote:
>>     
>>> --
>>>  [ Picked text/plain from multipart/alternative ]
>>>  Interesting, thanks for finding that.
>>>
>>>  I wonder if eastl is actually faster, more portable, etc. I'm sure it
>>>  satisfies their desire for a simpler std::allocator. But, I would have
>>>       
>> liked
>>     
>>>  to see some performance comparisons in this paper. There's nothing like
>>>       
>> hard
>>     
>>>  numbers to justify the time they spent rewriting/redesigning the STL.
>>>
>>>  Regards,
>>>
>>>  Paul
>>>
>>>
>>>  On Fri, Feb 15, 2008 at 4:56 AM, Justin Krenz <[EMAIL PROTECTED]> wrote:
>>>
>>>
>>>
>>>       
>>>> I found a good site that details EA's own version of STL and why game
>>>>         
>>>  > companies don't use STL.
>>>  >
>>>  > http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html
>>>  >
>>>  > Paul Peloski wrote:
>>>  > > --
>>>  > > [ Picked text/plain from multipart/alternative ]
>>>  > > Why doesn't Valve use the STL, anyways? I've always wondered. I
>>>       
>> really
>>     
>>>  > like
>>>  > > the STL (and Boost). Is there some important consideration I missed
>>>  > about
>>>  > > their usage with the Source SDK?
>>>  > >
>>>  > > Regards,
>>>  > >
>>>  > > Paul
>>>  > >
>>>  >
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>>>       
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>>>  >
>>>  >
>>>  --
>>>
>>>
>>>
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