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Of course, time spans are different. But read the paper, it's dealing with incredibly basic techniques. When we're speaking on the level of "data should be in cache" and "cold code should be far away from the hot path" the fields are practically identical.

You're entirely correct that quant work is dealing with pure latency in situations where game engines might amortize throughput over multiple frames. But a question about "how do I get started in performance/latency work?" isn't usefully answered by "get a Hudson River Trading internship".



On that point we certainly agree.




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