I tried both unordered_flat_map and hopscotch map with the pathfinding algorithm that my game uses. Both were slower than regular unordered_map. unordered_flat_map about 33% slower and hopscotch was 390% slower
I wonder how many false positives there were. Typically this types of static analysis tools come up with a ton of potential bugs, but only a few of them are actual bugs.
Sora was losing 15M a day and it was running at least 3 months, so that's a total 1.3 Billion. That's a pretty expensive experiment. It sounds like a company with lots of VC to burn and no discipline. Even Jensen Huang accused them of lack of discipline in business approach.
For instance, if you want to avoid unnecessary copy operations when returning a string, just return it in variable that you pass by reference (eg. void doSomething(string& str);)
likewise avoid the vector class making unnecessary copies, simply by creating the objects on the heap and use a vector of pointers instead of values.
It's a bit more ugly, but it works, and you don't need to read a 24 page blog to understand all the corner cases where it can go wrong.
modern c++ is all about syntactic suger.