BitFilter

SIMD-Accelerated Audience Segmentation at 500 Million Users

AVX2 (x86) · SVE (ARM) · C++20 · Memory-Bandwidth Speed

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11 ms 500M-user query (AVX2)
29 GB/s DRAM throughput (at ceiling)
4,300× faster than SQLite
114× faster than DuckDB
(columnar OLAP database)

1. The Problem

Ad-tech platforms segment audiences into boolean categories: "US users," "mobile users," "purchased in the last 30 days." A single campaign targets the intersection: A AND B AND NOT C. At 500 million users, that query touches hundreds of megabytes of data.

The question is simple: how fast can you evaluate a boolean bitmap query over half a billion users? The answer depends entirely on how close your code gets to the hardware's physical limits.

The scalability constraint: In a production system with 5,000 segments at 60 MB each, dense bitmaps would require 300 GB of RAM. This is why the industry uses compressed bitmaps (Roaring) for sparse segments and flat bitmaps for dense ones. BitFilter targets the dense regime where flat bitmaps are the fastest possible representation.

2. Why Bitmaps

A bitmap assigns one bit per user. To check if user #42,000,000 is in a segment, read bit 42,000,000. No B-tree traversal, no hash lookup, no pointer chasing. The entire 500M-user segment fits in 62.5 MB — small enough to stream through the CPU at memory-bandwidth speed.

Boolean logic maps directly to hardware instructions. A AND B becomes a single bitwise AND on a 64-bit word, evaluating 64 users simultaneously. With AVX2, that's 256 users per instruction. The CPU's ALU finishes the math before DRAM can deliver the next cache line.

Dense vs. Compressed: The Tradeoff

PropertyDense Bitmap (BitFilter)Compressed (Roaring)
Speed (high density)Fastest — no logic overheadSlower — container dispatch
Speed (low density)Slow — scans empty spaceFastest — skips empty
Memory per segmentFixed 62.5 MBProportional to data
Sweet spot>1% density<1% density
The "Empty Room" problem: A dense bitmap for a niche segment ("users who bought a yacht in the last hour" — 10 people) still costs 60 MB. This is why production systems use both representations and let a query planner pick per segment.

3. The Auto-Vectorization Surprise

The scalar C++ baseline looks like simple loop code:

for (size_t i = 0; i < n_words; ++i)
    result[i] = a[i] & b[i] & ~not_c[i];

The Hypothesis

The plan I had was straightforward: write a scalar baseline, then beat it with explicit AVX2 intrinsics that process 256 users per instruction instead of 64. At L3 scale (1M users), this worked — AVX2 was 2× faster (101 GB/s vs 47 GB/s).

The Surprise

At 500M users (DRAM-resident), the scalar baseline outperformed the explicit AVX2 loop — 16.7 GB/s vs 12.6 GB/s. Unrolling made things worse: 2× unrolling dropped to 10.3 GB/s, 4× to 9.3 GB/s. More SIMD was slower, not faster. The workload had crossed from compute-bound (L3) to memory-bound (DRAM), and extra instructions only added overhead while the CPU waited on memory.

The Investigation

Compiling eval_scalar to assembly and grepping for ymm registers revealed the answer: GCC at -O3 -march=native emits vpand, vpandn, and vmovdqu with %ymm registers — full AVX2 auto-vectorization. The “scalar” code was never truly scalar at the machine level — both paths used the same SIMD instructions; both hit the same DRAM wall.

Adding __attribute__((optimize("no-tree-vectorize"))) to the scalar baseline confirmed: genuine scalar and auto-vectorized scalar both measured ~16–18 GB/s at DRAM scale. The instruction mix doesn't matter when the CPU is memory-bound — it finishes the math before the next cache line arrives regardless.

For memory-bound boolean bitmap queries, scalar C++ at -O3 is already at the DRAM ceiling. The "optimization" was proving no further optimization is possible — and explaining why through disassembly and roofline analysis.

4. AVX2: Why Prefetching Won

The explicit-intrinsics AVX2 path adds software prefetching — requesting data into L1 cache 128 bytes ahead of the current position. This hides DRAM latency by overlapping data fetch with computation.

x86 AVX2 + Prefetch

__m256i va = _mm256_load_si256(a + i);
__m256i vb = _mm256_load_si256(b + i);
__m256i vc = _mm256_load_si256(not_c + i);

__m256i tmp = _mm256_and_si256(va, vb);
__m256i vr  = _mm256_andnot_si256(vc, tmp);

_mm256_store_si256(result + i, vr);

ARM SVE (scalable vectors)

svbool_t pg = svwhilelt_b64(i, n_words);

svuint64_t va = svld1_u64(pg, a + i);
svuint64_t vb = svld1_u64(pg, b + i);
svuint64_t vc = svld1_u64(pg, not_c + i);

svuint64_t tmp = svand_u64_z(pg, va, vb);
svuint64_t vr  = svbic_u64_z(pg, tmp, vc);

svst1_u64(pg, result + i, vr);

BitFilter's throughput is density-invariant. Whether 1 bit or 500 million bits are set, the CPU performs the exact same number of instructions — always streaming ~250 MB of bitmap data at memory-bandwidth speed. There are no branches inside the eval loop, so the CPU never has to "stop and think."

Zero-overhead tail handling. SVE's svwhilelt generates a predicate mask that lets a single vector loop body handle both full-width and partial tail iterations — no scalar cleanup loop, no buffer padding, no branch divergence. The predicated loads (svld1) and stores (svst1) retire inactive lanes as no-ops in hardware, so the final iteration pays no penalty. Combined with svcntd() for hardware-vector-length advancement, the same binary runs unmodified across all SVE widths (128-bit to 2048-bit) — this is the kind of vector-length-agnostic loop that AVX2, with its fixed 256-bit width and mandatory scalar tail, fundamentally cannot express.

5. Threading and Write-Allocate

On x86, when you store to a cache line that isn't already in cache, the CPU must first read that line from DRAM (a "Read For Ownership" / RFO), then write to it. Every store to a cold line costs one extra DRAM read the application never asked for.

The Hidden Traffic

Traffic componentSize
3 bitmap reads (A, B, NOT_C)187.5 MB
1 write-allocate RFO (result)62.5 MB hidden
1 writeback (result)62.5 MB
Total DRAM traffic312.5 MB (not 250 MB)

312.5 MB / 10.7 ms = 29.2 GB/s actual bus traffic — that's 26% more than the application "sees," and right at the practical DRAM ceiling. The bus is already full at one thread. Adding threads only adds overhead.

The Threading Experiment

After hitting the memory wall at one thread, the natural next step was parallelism: partition the 500M-user bitmap across cores using over-partitioned chunk dispatch (4 × n_threads chunks, cache-line aligned, claimed dynamically via std::atomic<unsigned>). With 12 logical cores, even a 2-thread split should cut wall time. Instead, 2 threads matched 1 thread (0.98×), 4 threads regressed to 0.68×, and 12 threads still couldn't beat single-threaded. The write-allocate analysis above explains why: the bus was already full.

But popcount — a read-only operation — told a different story. Single-threaded popcount consumed only 17.1 GB/s, leaving 60% of the bus idle. Here, threading did scale: 1.70× at 8 threads, saturating at ~29 GB/s.

Why Popcount Scales but Eval Doesn't

PropertyEval (read+write)Popcount (read-only)
ST throughput29 GB/s (actual)17.1 GB/s
Headroom to ceiling~0%~60%
Write trafficYes (write-allocate)None
Threading benefitNone1.70× at 8T
Same hardware, opposite conclusions. Eval saturates the bus at 1 thread because write-allocate inflates traffic by 26%. Popcount at 1 thread leaves 60% headroom because reads are more efficient — no bus turnaround, no RFO stalls. Threading only helps when there's bandwidth to fill.

6. Catching Misleading Benchmarks

The initial multi-threaded benchmark showed a promising 1.22× speedup at 2 threads. But this was an artifact — the single-threaded baseline had been measured in a separate, colder run (13.3 ms instead of the true 10.7 ms).

A back-to-back verification run (all variants in a single invocation, load average 0.00) showed the truth: threading provides zero benefit for eval. The apparent speedup vanished when the baseline was measured correctly.

ThreadsWall timeSpeedup vs ST
1 (standalone)10.7 ms1.00×
210.9 ms0.98×
415.8 ms0.68× (regression)
811.4 ms0.94×
1212.1 ms0.88×
The ability to catch your own misleading results is itself a portfolio-worthy finding. It demonstrates rigorous self-verification and the write-allocate analysis that explains why the results look the way they do.

7. Comparative Benchmarks

All benchmarks run the same query: A AND B AND NOT C at 500M users on an Intel 12th Gen (2P+8E cores, DDR4-2660 dual-channel).

BitFilter vs CRoaring

CRoaring (Roaring Bitmaps) is the industry standard for compressed bitmap operations. It uses a hybrid of array, bitmap, and run-length-encoded containers.

DensityBitFilter (ms)CRoaring (ms)WinnerRatio
0.01%10.70.51CRoaring21×
0.1%10.50.93CRoaring11×
1%11.87.23CRoaring1.6×
10%11.750.8BitFilter4.3×
50%~11.725.5BitFilter2.2×
The 10% anomaly: CRoaring at 10% (50.8 ms) is slower than at 50% (25.5 ms). This is its "Valley of Death" — containers are too full for arrays but too sparse for uniform bitmap operations. The engine thrashes between container types, paying conversion and allocation overhead.

Crossover at ~2–5% density. Below that, CRoaring wins by skipping empty containers. Above it, BitFilter's branchless linear scan dominates. It's the difference between carefully sorting mail (CRoaring) and a leaf blower clearing a driveway (BitFilter).

BitFilter vs DuckDB

DuckDB is a fast columnar SQL engine with its own vectorized SIMD execution. This comparison measures the abstraction tax — the cost of SQL parsing, planning, null handling, and per-vector-chunk dispatch.

DensityBitFilter (ms)DuckDB (ms)Speedup
10%11.431928×
50%19.02,170114×

DuckDB stores booleans as 1 byte per value; BitFilter uses 1 bit. That's an 8× bandwidth advantage before even considering the SQL overhead. The gap widens at higher density because DuckDB's per-row result materialization does more work as more rows pass the filter.

BitFilter vs SQLite

SQLite is a row-store — the "why bitmaps matter" baseline.

ScaleBitFilter (ms)SQLite (ms)Speedup
5M0.0431874,349×
10M0.0953834,032×
50M1.022,0552,015×
500M (extrap.)~11~20,550~1,868×

SQLite took 20 seconds for 500M users. BitFilter took 11 milliseconds. That's the difference between B-tree pointer chasing (hundreds of instructions per row) and bitmap streaming (256 users per AVX2 instruction).

Interactive Comparison

8. Roofline Model

A roofline model plots achievable throughput against operational intensity. It answers: is this workload bottlenecked by compute or by memory?

Roofline model showing all BitFilter variants deep in the memory-bound region
All variants cluster in the far-left, deeply memory-bound region (OI < 0.1 ops/byte). The compute ceiling is irrelevant — the CPU could do 10× more math per byte and still wait for DRAM.

Hardware Ceilings

ParameterValueSource
Theoretical DRAM BW42.6 GB/sDDR4-2660 × 2 channels × 8 bytes
Practical DRAM BW30–35 GB/sDRAM refresh, page conflicts, bus turnaround
Peak compute (bitwise)~288 Gops/s2 AVX2 ports × 32 bytes × ~4.5 GHz

The practical ceiling is not a WSL2 artifact — it's a property of the DDR4 memory controller itself. Bare-metal Linux would hit the same wall.

The Write-Allocate Arrow

The gray arrow on the chart shows the +26% jump from application-visible throughput (23 GB/s) to actual DRAM throughput (29 GB/s). This is the Read-For-Ownership tax. By plotting the corrected point, we show that eval AVX2 is hitting 85–90% of the practical ceiling. The code isn't "slow" — it's saturating the hardware.

BitFilter's performance sits directly on the practical memory ceiling of the DDR4 bus. The SIMD kernels are mathematically optimal — the bottleneck has shifted from software to hardware. The only way to go faster is faster RAM.

9. What This Means for CPU Architecture

This project demonstrates five skills directly relevant to CPU architecture and systems programming:

  1. Bottleneck identification. The workload is memory-bound. No amount of SIMD cleverness pushes eval past ~29 GB/s on this hardware. Knowing this prevents wasted optimization effort.
  2. Write-allocate awareness. Most developers report application-level GB/s and never realize the bus carries 26% more traffic. Understanding hidden RFO traffic explains why eval can't scale with threads.
  3. Knowing when to stop. Scalar C++ at -O3 already reaches the memory wall. The "optimization" is proving no further optimization is possible.
  4. Knowing when threading helps. Popcount scales because a single thread can't saturate read-only bandwidth. Eval doesn't because write-allocate pushes one thread to the ceiling. Same hardware, opposite conclusions — the difference is the memory access pattern.
  5. Cross-platform SIMD. The same boolean query runs on AVX2 (x86) and SVE (ARM), with CI proving correctness on both via cross-compilation and QEMU emulation. The SVE path uses predicated loops that adapt to any hardware vector width.
The three-sentence story: BitFilter evaluates boolean queries over 500 million users in 11 ms — 4,300× faster than SQLite and 114× faster than DuckDB. The roofline model proves the code hits 85–90% of the DDR4 memory ceiling. The only way to go faster is to physically upgrade the RAM.