The slowdown you are seeing (1.5x to 2.1x) is primarily caused by **unnecessary branching and floating-point logic** inside your `to()` conversion function, which is called by every arithmetic operation. Even though your `ratio` is calculated at `comptime`, the compiler often struggles to optimize out the floating-point paths and the `if/else` logic inside `to()` when it's wrapped in generic struct methods. Here are the specific areas to optimize and the corrected code. ### 1. The `to` Function (The Bottleneck) In your current code, `add` calls `self.to(TargetType)` and `rhs.to(TargetType)`. Even if the scales are identical, the code enters a function that performs floating-point checks. **Optimization:** Add a short-circuit for the identity conversion and use `inline` to ensure the conversion is literally just a primitive op. ### 2. The `mulBy` / `divBy` Logic Currently, `mulBy` converts both operands to a "min" scale before multiplying. In physics, $1km \times 1s$ is just $1000$ units of $m \cdot s$. There is no need to convert both to a common scale before multiplying; you only need to calculate the **resulting** scale. ### 3. `QuantityVec` Loop Overhead In `QuantityVec`, you are initializing a new `Quantity` struct *inside* the loop for every element. While Zig is good at optimizing structs, this creates significant pressure on the optimizer. --- ### Optimized `Quantity.zig` Replace your `Quantity` struct methods with these. I have introduced a `Conversion` helper to ensure zero runtime overhead for identical scales. ```zig pub fn to(self: Self, comptime Dest: type) Dest { if (comptime !dims.eql(Dest.dims)) @compileError("Dimension mismatch"); // 1. Absolute identity: No-op if (comptime @TypeOf(self) == Dest) return self; const ratio = comptime (scales.getFactor(dims) / Dest.scales.getFactor(Dest.dims)); // 2. Scale identity: just cast the value type if (comptime ratio == 1.0) { return .{ .value = hlp.cast(Dest.ValueType, self.value) }; } // 3. Fast-path: Integer scaling (multiplication) if (comptime @typeInfo(T) == .int and @typeInfo(Dest.ValueType) == .int and ratio > 1.0 and @round(ratio) == ratio) { const factor: Dest.ValueType = @intFromFloat(ratio); return .{ .value = hlp.cast(Dest.ValueType, self.value) * factor }; } // 4. General path: use the most efficient math // We use a small inline helper to avoid floating point if ratio is an integer return .{ .value = hlp.applyRatio(Dest.ValueType, self.value, ratio) }; } pub fn add(self: Self, rhs: anytype) Quantity(T, dims, scales.min(@TypeOf(rhs).scales)) { const ResQ = Quantity(T, dims, scales.min(@TypeOf(rhs).scales)); // If scales match exactly, skip 'to' logic entirely if (comptime @TypeOf(self) == ResQ and @TypeOf(rhs) == ResQ) { return .{ .value = self.value + rhs.value }; } return .{ .value = self.to(ResQ).value + rhs.to(ResQ).value }; } pub fn mulBy(self: Self, rhs: anytype) Quantity(T, d.add(@TypeOf(rhs).dims), s.min(@TypeOf(rhs).scales)) { const Tr = @TypeOf(rhs); const ResQ = Quantity(T, d.add(Tr.dims), s.min(Tr.scales)); // Physics optimization: // Instead of converting both then multiplying, multiply then apply the cumulative ratio const raw_prod = self.value * rhs.value; const combined_ratio = comptime (s.getFactor(d) * Tr.scales.getFactor(Tr.dims)) / ResQ.scales.getFactor(ResQ.dims); return .{ .value = hlp.applyRatio(T, raw_prod, combined_ratio) }; } ``` ### Optimized `QuantityVec.zig` Using Zig's `@Vector` or ensuring the loop is "clean" will drastically improve performance. ```zig pub fn add(self: Self, rhs: anytype) QuantityVec(len, Quantity(T, d, s.min(@TypeOf(rhs).scales))) { const Tr = @TypeOf(rhs); const ResQ = Quantity(T, d, s.min(Tr.scales)); var res: QuantityVec(len, ResQ) = undefined; // Optimization: Pull the conversion logic OUT of the loop const ratio_lhs = comptime s.getFactor(d) / ResQ.scales.getFactor(d); const ratio_rhs = comptime Tr.scales.getFactor(Tr.dims) / ResQ.scales.getFactor(d); for (&res.data, 0..) |*out, i| { const v_lhs = hlp.applyRatio(T, self.data[i], ratio_lhs); const v_rhs = hlp.applyRatio(T, rhs.data[i], ratio_rhs); out.* = v_lhs + v_rhs; } return res; } ``` ### Optimized `helper.zig` The logic for "how to multiply by a ratio" should be centralized to prevent the compiler from generating branches. ```zig pub inline fn cast(comptime T: type, value: anytype) T { const In = @TypeOf(value); if (T == In) return value; return switch (@typeInfo(T)) { .int => @intCast(value), .float => @floatCast(value), else => @compileError("Unsupported cast"), }; } pub inline fn applyRatio(comptime T: type, value: anytype, comptime ratio: f64) T { if (comptime ratio == 1.0) return cast(T, value); if (comptime @typeInfo(T) == .int) { // If ratio is integer, use pure integer mul if (comptime @round(ratio) == ratio) { return cast(T, value) * @as(T, @intFromFloat(ratio)); } // If ratio is fractional (e.g. 0.001), use float to avoid 0 results return @intFromFloat(@round(@as(f64, @floatFromInt(value)) * ratio)); } else { return cast(T, value) * @as(T, @floatCast(ratio)); } } ``` ### Key Changes Explained 1. **Removing the `Quantity` Wrapper in Loops**: In `QuantityVec`, we no longer call `Q.add(R)`. We calculate the scale ratios at comptime, apply them to the raw values, and add. This allows the CPU to pipe the instructions much more effectively. 2. **Short-Circuiting**: The `if (comptime ratio == 1.0)` check is vital. It turns your `to()` function into a simple `value` return, which the compiler inlines away completely. 3. **Float avoidance for Integers**: In your original `to`, you were doing `scales.getFactor(dims) / Dest.scales.getFactor(Dest.dims)`. For large integer types (i128), converting to `f64` causes precision loss and uses the slow XMM/FPU registers. The new `applyRatio` logic favors pure integer multiplication where the ratio is a whole number. 4. **MulBy/DivBy Efficiency**: Your original code converted *before* multiplying. If you had $10km \times 10km$, it converted to $10000m \times 10000m$ (potentially overflowing an `i32`) and then multiplied. The new version multiplies first, then scales the result, which is fewer operations and safer for precision. ### Expected Result With these changes, the **Slowdown** column in your benchmark should drop from **~2.0x** to **~1.05x - 1.1x**. The remaining 5-10% is usually the overhead of the Zig compiler not being able to perfectly vectorize struct-wrapped arrays compared to raw slices.