I'm glad to see the donations from big companies to open source maintainers are making measurable difference to the Rust experience. Telling these companies that their employees spend 5% less time waiting for compilation might motivate future investment in people like Nick and the others mentioned.
Really nice to see that the 5% speedup is despite making the borrow checker better, validating code that previously would have tripped it up.
Sometimes we really can have our cake and eat it too.
I've moved from Rust to Go for most things because in the era of agents, being able to iterate quickly on a project is a huge advantage and Rust is way, way slower than Go for compilation. There are times when Rust is more appropriate, but for the vast majority of things Go is perfectly fine.
I'm surprised the OpenAI Codex team doesn't donate like 10B tokens or something to the Rust team for performance
Why is the compiler slow in the first place? I have no rust knowledge, how slow us slow, lets say in comparison to a c compiler?
What is the performance killer?
I think there are a few more. Especially cranelift, but I would not use it for production stuff and it is missing a lot of llvm intrinsics that will just trap if you are trying to use them. But for most it seems to be just fine for regular dev builds with a HUGE speedup.
I finally gave in to the rust hype and built a new project in it (or my agent fleet did). Almost instant regret. My poor machine with just 2TB HDD and 24 cores was almost immediately crippled by agents each working in their own sandbox, each one building and compiling
Most projects my fleet works on are in other languages (TS, Go, Elixir) and can comfortably handle 10+ agents working in parallel, but not rust. I had to cap the fleet to 5 workers and build a dedicated resource monitor to step in and tidy up every time the disk almost filled up
That and general progress on building is far slower, with far more time spent building and testing than any other language I use.
Ended up rebuilding in Go, the perf gains weren't worth it
I recall a talk about makepad.dev, I think it was by Rik Arends, that explained how they achieved outstanding compilation times in rust for makepad.
I can't find that talk again, but it was quite interesting: the rust compiler is fast, but often times it has to perform a lot of unnecessary checks because crates contain more stuff than needed. By stripping unnecessary work, the makepad team made building pretty fast.
Biggest win for me was splitting one fat crate into three, parallelism got real.
The parallel frontend is inching closer to stability too, with an open PR to enable it by default on nightly.
But the real speedup will happen when TPDE is enabled: https://goals.rust-lang.org/2026/tpde.html
Incremental seems to keep winning the easy wins, so the interesting part is whether the remaining compile-time still lives in the same places as last year.
Oh man just miseed it, October already.
How does the Rust compiler's speed compare to the speed of the C compiler GCC
Is it slower
[dead]
Gonna have to name my next project Penelope Hammertime, or at least Pineapple Häagen-Dazs.
The EverInitializedPlaces example really stands out. Going from ~1.5M to ~90K apply_effects_in_block calls by changing the CFG traversal is a reminder that the biggest compiler optimizations often come from changing the algorithm, not optimizing the hot loop itself.
It also seems like the new Polonius/trait-solver work is pushing compiler performance toward a more interesting problem: doing expensive analysis only when it is actually needed.
4.57% mean wall-time reduction across 629 benchmarks in two months is pretty remarkable. Great progress.
Funny to see this now. I’ve got a private branch I am in the process of shaping up this weekend to show the compiler team. For deep nested projects like rust analyzer, if you emit the meta data about function types earlier for downstream slots to use, before successful type checking, you can start other crates earlier and use all the slots you have instead of sitting around waiting for the full type checking of the bodies (which other crates largely don’t care about). Something like 40% wall time speed up, maybe 10% to 15% if you have the parallel frontend on.