But even beyond that, the compiler can't make certain assumptions that an assembly writer can. Such as whether a callee-saved register really does need to be saved in some particular routine. Or even pushing an extra parameter in unusual cases.
So it is entirely possible to beat the compiler, it's doable under certain circumstances, even today.
But you also have the danger of your loving hand-crafted assembly beating the compiler today. But next year the compiler is even smarter, the hardware may have changed in subtle ways, and the compiler will know and improve the code it generates.
Your hand-written code won't change unless you revisit it.
Ironically this is your preconceived abstraction of how a compiler has to operate. An ideal compiler could allocate registers differently for each called function: F1()->F2()->F3(), F1 uses r0-5, F2 uses r6-10, F3 uses r11-15, no register saving required in the whole chain. There's no need for a fixed ABI. Such a compiler would look very different from today's ones.
There is also the other issue that a good algorithm for optimizing a problem like register allocation tends to be super-linear (e.g., quadratic), and if you shift the model from "allocate on a per-function basis" to "allocate all functions", the N in the O(N²) goes from "size of function" to "size of program," which is now suddenly a lot more compiler time spent for very modest gains. If register spilling across a function call is a noticeable component of runtime, then you're probably better off inlining that function in the first place!
Additionally, a hard part is that all of this can change over time with new hardware! Some patterns that were crucial before everything gained branch predictors are irrelevant now, etc.
I love this saying. The general problem, optimizing the wrong metric, shows up all over the place.
All of these were dropped on x64, on x64 (and ARM) you get standard calling conventions for just about everything with proper unwind tables for functions.
It doesn't really "cheat" on the registers unless it inlines a function entirely. LLVM has support for custom calling conventions and pragmas to specify them, this is used by GHC on Haskell and other things, but it's practically unheard of in "normal" C/C++ code.
I'm no expert but I suspect jcranmer's comment has it right that you end up doing cross-function register-allocation while foregoing the other benefits of just inlining. I also suspect the payoff would be minimal on modern heavyweight hardware. I can see it making more of a difference on a very minimal embedded processor, or if optimising for the smallest binary possible.
It's rarely worth the effort.
There a lot of juice in improving the data structures that a compiler cannot do.
One of the advantages of hand-written assembly is that you get to opt out of the compiler heuristics and commit to being able to spend the time to optimize the one bit of code that you know is really important for runtime as perfectly as you want, instead of relying on the compiler to get it close enough to perfect before it exhausts its budget of caring about optimizing it.
2. The ability to "cheat" on calling conventions.
3. The ability for techniques like threaded code, and in general, better cache-awareness.
4. Less mov's.
5. Guaranteeing no spilling in important loops.
6. Compilers don't do well with flags registers and you can't read/write them in high level languages. You're hoping your `if (result < a) { carry = 1; }` becomes a direct flag test. Especially important in bignum, you can't really utilise adcx/adox directly from high-level code.
7. Hot/cold layout without PGO. Yes PGO is good but sometimes you know better and PGO isn't very suitable for "configurable" code.
8. Computed goto. See https://github.com/python/cpython/issues/128563 , who doesn't like 10% free performance?
9. Exploiting uninitialised memory for classic party tricks like not initialising a buffer fully (let's say you have a library function with a return buffer. You don't want dynamic allocations for some reason. You can simulate this with a pointer return into a let's say a static 4KB buffer and a count return, you only initialise it until the count. Caller has the responsibility not to overread.)
See stuff like https://davidlattimore.github.io/posts/2025/09/02/rustforge-...
This doesn't mean Rust is near perfect, it's just that your first move should be "how do I make the Rust better" and not "I need to drop into asm."
Talk about overengineering :P Multithreaded vector initialisation instead of just...skipping it?
Regarding ABI, calee-saved registers also often result in useless data shuffling and prevent the compiler from using them for argument/result passing.
Rust has autovectorization, but a developer knows their algorithms best.
Also AES-NI vs software is no contest.
When people talk about out coding ‘to the metal’ you have to consider what ‘the metal’ provides
Nightly rust now has the `become` keyword:
https://doc.rust-lang.org/std/keyword.become.html
> `feature(explicit_tail_calls)` is currently incomplete and may not work properly.
Works on my machine (tm). At least with toy examples. Including in full optimizationless debug mode, turning `call`s into `jmp`s ensuring `factorial(usize::MAX)` won't stack overflow probably maybe.
https://rust.godbolt.org/z/7xf836E8K
> checked_sub? wrapping_mul? MaulingMonkey, what's wrong with you?
Eliminating debug-mode panic boilerplate.
You can kinda see that in the many "compile TypeScript to native via LLVM" projects that showed up a lot recently. From my testing, none of them could beat V8/Node JIT in the majority of cases, and most of them are generally 10x-40x slower.
But, we did have a great number of innovations in language design over the last decades that really closes the gap on how optimized a compiler can be over writing assembly directly: Rust's exhaustive match default null-less error handling and language level MIR, immutable data structures from functional languages to mainstream ones, TypeScript's compile time constraints as core part of the language, and Zig's `comptime` turning compile time metaprogramming to an integrated part of the language instead of C++ template metaprogramming.
Obviously, it's not really possible to beat hand optimized C/C++ or directly authored assembly, but I think a well-designed compiler/language can potentially beat idiomatic C/C++ in performance.
And this is speaking as someone who learned compiler design solely from having every one of his vibe-coded projects turn into either a compiler or a kernel for some reason.
Beating the Compiler - https://news.ycombinator.com/item?id=40948353 - July 2024 (71 comments)
ffmpeg is like 10% assembly. I think something similar is true of all video encoders. OpenSSL and libsodium write some of their core math routines in assembly (e.g,. NTT).
So maybe this myth should die?
But the software fallback was >5% CPU on a mobile Ice Lake in low power mode. ffmpeg is Good Stuff
But it takes longer. It's more difficult. That's why the abstraction exists and is still very useful despite its limitations.
For perf reasons it's the equivalent of shooting your leg off to lose weight. You're flushing the instruction cache and breaking prefetch, leading to a huge stall. Then you do it again. And again. It hasn't been in vogue since the 80s...
Dynamic languages, like Common Lisp, where things can be redefined at run time likely require modification of running code to achieve high efficiency (the alternative is to just leave a general mechanism in place and accept the runtime overhead and loss of optimization opportunities from that.)
Ideally, a specific well optimized code for a problem domain could always outperform a generic optimized code for the same problem domain.
This is because the specific solution can make assumptions that generic cannot.
This usually holds true everywhere, not just for compilers.
This is not an excuse for avoiding generic solutions. But where performance matters absolutely and where the problem space is sufficiently constrained, specific solutions become the valid path.