How to speed up the Rust compiler in September 2026 (nnethercote.github.io)

214 points by trickypr 9 hours ago

knuckleheads 5 hours ago

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.

panstromek 5 hours ago

Nice, excited to see that. This is basically deeper pipelining, IIUC. Nick (the author of the blog) implemented the current version of this "emit metadata sooner," optimization and already experimented with pushing it even sooner a while back.

We have discussed this briefly on last All Hands, the problem will probably be dealing with compiler errors, when they happen in builds that already emitted metadata. I believe this was the reason why it wasn't merged in the first place.

knuckleheads 3 hours ago

Yes I think I read a post of his from like 2019 were something was tried like this before. My guess is that this will be an interesting and hopefully informative PR for you all to see, but will likely not be merged as is. I had to add the ability for rustc to pause after early meta data emission and that was hacked together I feel, not well designed per se.

I view this as speculative execution/compilation and just throw out any errors from a crate that depended on another crate that ultimately errors out. It has the same outcome (same errors are printed in both cases) you just have a chance of having totally wasted some cpu time (that was otherwise just sitting around though).

embedding-shape 5 hours ago

Sounds lovely, give it a try on the codex-rs which seems to be getting close to using 2K crates in their repository any time now. Takes like 30 minutes to compile on a my beefy machine and it's a goddamn TUI, not sure what's going on, and not too interested in diving into that beast either.

yearolinuxdsktp 9 minutes ago

It’s insane. 45 minutes to build debug from scratch. Linking is super slow even in debug and that’s without LTO.

Incremental compilation is not cleaned up. Older deps pile up and don’t get cleaned.

Run out of disk space? Oh it’s just the 200+ GB codex-rs target folder.

Forget about doing worktrees.

Rust has a lot of work to do.

knuckleheads 3 hours ago

This thing is a monster, blows out the disk space on a Claude code web session. Will run it on my test server later and let you know.

embedding-shape 2 hours ago

adamch 8 hours ago

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.

bryanlarsen 8 hours ago

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.

slowin 6 hours ago

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.

echelon 6 hours ago

I nearly did this, but then I swapped to writing native desktop apps and egui - Rust is still worth it.

I've stopped using Tauri and gone with 100% egui. It's cross platform and excellent, and if you give it design constraints it will look beautiful.

Check out my 100% adobe clean room reimplementations:

https://github.com/storytold/filmcraft

https://github.com/storytold/photocraft

https://github.com/storytold/drawcraft (going to rename this vectorcraft)

The #1 thing for the Rust project to do is make Rust faster to compile.

Rust is the agentic AI language. It just needs to lean in and go faster.

tcfhgj 6 hours ago

> The #1 thing for the Rust project to do is make Rust faster to compile.

#0 get rid of the orphan rule

panstromek 6 hours ago

Quitschquat 6 hours ago

mixmastamyk 4 hours ago

Looks great. It's early but how well do they work? Comparable to FOSS apps yet?

Also it says egui is immediate mode, does that use a lot of {C,G}PU or have any other issues?

slowin 6 hours ago

Very cool projects! I agree, desktop apps are one of the areas that Rust beats Go. It's too bad though, since I feel anything with a heavy GUI like this can benefit from a rapid iteration cycle which is painful with Rust.

xutopia 6 hours ago

Wow those are some nice applications! Thanks for sharing this!

jlahijani 5 hours ago

!!! WOW !!!

the_sleaze_ 6 hours ago

These are great

sharktheone an hour ago

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.

maherbeg 7 hours ago

I'm surprised the OpenAI Codex team doesn't donate like 10B tokens or something to the Rust team for performance

Aurornis 6 hours ago

OpenAI is a Rust Foundation platinum level donor. They gave straight cash which can go toward paying maintainers, which is better IMO. This actually made a lot of people angry because they saw it as a risk of OpenAI gaining influence or something. Can't make everyone happy.

OpenAI also hands out free subscriptions to open source maintainers: https://developers.openai.com/community/codex-for-oss They're time limited for now, but they've been pretty generous about who gets them. Anyone who can show Rust contributions would have been able to get one before.

rirze 6 hours ago

I tend to disregard anyone who complains about foundational open source being funded like this. As long as the donor doesn't have dictatorial control over the product, why obsess over this?

jodrellblank 6 hours ago

silverwind 5 hours ago

Can't confirm this "pretty generous", many people with lots of contributions to popular projects got any from OpenAI, not even a response to their request.

maherbeg 6 hours ago

That's awesome

OG_BME 7 hours ago

LLM written code is disallowed by the rust project policy

https://forge.rust-lang.org/policies/llm-usage.html

sigmar 6 hours ago

LLMs are useful in engineering even if the PRs don't include LLM-written code.

>I’m still writing all my own code and text, because (a) that’s paramount, and (b) the project policy requires it, but I had useful LLM analysis assistance on several of the PRs mentioned in this post.

from the article

poly2it 7 hours ago

godwinson__4-8 6 hours ago

Both OpenAI and Anthropic have robust programs for free tokens that you can apply to if you are a significant enough oss maintainer.

What you suggest may thus be more or less already happening.

echelon 6 hours ago

This is one of the most important objectives in software today.

Rust is the best language to serialize agentic LLM output to. It's native, well constructed, low-defect due to design. It's also easy for humans to read and debug if necessary.

The biggest problem with Rust is the compile times. The cycle has to get faster. And we need to start thinking about making the artifact cache non-blocking so multiple agents can work simultaneously - that'll be a big task, but essential if we want to speed up work on one machine rather than spinning up clusters of agent sandboxes (the alternative, perhaps superior solution).

nicoburns 6 hours ago

If you have fast enough hardware then Rust compile times are already not that big of a deal.

Surac 8 hours ago

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?

jerf 8 hours ago

Doing stuff isn't free. For instance, Go compiles relatively quickly for a modern language, but the biggest reason for that is that it does less stuff than most compilers... less optimization, less checking, and some stuff built into the language to avoid some of the problems with having to read lots of headers just to compile a file and other ways of doing less stuff, but mostly the key is it does less stuff, in both the good and bad senses of that.

If you want something like Rust that offers guarantees and checks and cross-checks by the boatload, it adds up. Macros, monomorphization, implicit code generation with traits and all those other things add up too. And you can't always get O(n) or O(n log n) code to implement those checks. Maybe it can be sped up and maybe there's tricks here or there, but at the Pareto frontier, a language that has more checks will be slower to compile than one that has fewer.

And that's not a bad thing or a deficit in Rust, it's just the nature of the beast.

pjmlp 6 hours ago

Nah, the only reason is lack of tooling.

Instead of Go, you could have reached out to complex languages with fast compilation times like D, OCaml, Haskell, Ada, Delphi, C++.

All of them have alternative implementations with fast compilation times.

D, use dmd for fast development workflows, gdc or ldc for the ultimate performance at the expense of compilation times.

OCaml, use the REPL or bytecode interpreter for fast development times, the full blow compiler for ultimate performance.

Haskell, use the REPL, GHCi for the fast development cycles, GHC for the release build.

Ada and Delphi, have had fast implementations since forever, although Ada/SPARK is indeed somehow expensive.

C++, yes it isn't a mistake. Use Live++, VS hot reload, coupled with binary libraries, or a REPL like CINT (nee ROOT), binary libraries for dependencies, incremental compilation and incremental linking for the development workflow.

The problem with Rust isn't the language itself, rather the ecosystem currently lacking such kind of options being available.

Shorel 6 hours ago

slopinthebag 4 hours ago

jchw 7 hours ago

Rust wants badly to have its cake and eat it too. I get it, but it's not the sensibilities I have. The rustc compiler, if it really can achieve everything all at once, will be a beast like none other, making C++ compilers look simple by comparison.

I'd love something halfway. Go is maybe a bit radical in some regards, but also, with the news of the new SIMD package for Go, it has occured to me just how little I missed having things like, say, autovectorization.

(I know also that some people have tried halfway, but the big thing is figuring out how to keep a relatively simple type system that can still support a borrow checker. Even if there is some middleground, is it truly worth it? As nice as it sounds, I've been more skeptical. Go seems to exist in a very narrow space where its simplifications barely can be made to work.)

oscillonoscope 5 hours ago

ch4s3 8 hours ago

Yeah doing optimizations in a compiler on things like loops, addition, or string layouts is never free.

ModernMech 8 hours ago

And since you bring up Go and contrast the compile time with Rust, it's been experienced at Google (and also Volvo and other places) that Rust and Go teams are as productive whereas C++ is less than half as productive: https://www.youtube.com/watch?t=27012&v=6mZRWFQRvmw&feature=...

So the focus on Rust compile time is misplaced. It's not a big deal in terms of overall productivity.

gpm 8 hours ago

pornel 8 hours ago

Zero-cost abstractions aren't zero cost in compilation time. High-level abstractions translate to a lot of boilerplate that the compiler has to optimize out.

In unoptimized builds often the linker is the bottleneck. Rust/Cargo can parallelize most of the build, generating tons of code and debug info, but then the poor linker has to consume all of it at once. The object/exe formats were designed in ancient times, so they're hard to build incrementally or in parallel (some linkers are trying).

sigbottle 7 hours ago

Is there any experimentation with new ABIs? I mean certain linker flags like --f-lto literally hijack the linker protocol to dump an AST into the backend.

At least for the fully static binary part of rust, there should be some optimizations there w.r.t. compilation. Sure you're not going to interface with shared libraries well but maybe a small experimental feature for fully owned projects? Idk.

weinzierl 7 hours ago

I once heard (and don't know if it's still true) that the biggest compile-time sinks are macros and codegen.

Both are kind of outside the Rust compiler's influence. Macros can be almost arbitrarily complex: you pay for what you order. Codegen is LLVM, and that's a fixed choice. You can use Cranelift to get around it, but then you pay elsewhere.

Also, generics and monomorphization regularly come up in these discussion, while common wisdom seems to be that cost for the additional static analysis over other languages like C++ is no a major contributor.

Regardless, it's nice to see performance improvements in the compiler, even if you have to cooperate to benefit from them (e.g. by keeping your macros light and use less generics).

senderista 6 hours ago

Ultimately it's the fact that compile time was not a first-class consideration during the design of Rust's important features. There's only so much you can do to mitigate the consequences.

kibwen 5 hours ago

Compilation times were a consideration, but they were a subservient consideration to the prime considerations of 1) being as memory-safe as GC'd languages, 2) exploring the limits of statically-guaranteed thread safety, and 3) being as fast and memory-efficient as C and C++. If Rust had been willing to compromise on those goals and instead had just, for example, used a virtual machine with pervasive garbage collection and been designed for dynamically-dispatched generics then you'd get a lot of compilation time reductions for free, but the world didn't need another Java, it needed a more secure systems language to stand up against C++ where every previous challenger had failed.

applfanboysbgon 2 hours ago

jiehong 2 hours ago

Contrast this with zig, where compiler performance is so important that it has influenced the language design.

Zig and Go are similar on that front.

thevinter 8 hours ago

First of all, the fact that the article talks about "speeding up" the rust compiler doesn't automatically mean that the compiler is "slow"[0].

Now, is rustc slower than e.g. clang? by how much? why?

Those are different (and complicated) questions. It really depends on what you're compiling, but I'd say rustc can be 1-5x slower (maybe more at times?).

The reasons are many and varied, but in general rust compilation is slower because the compiler is doing way more things compared to C (monomorphization, complex trait resolution + type inference, borrow checker..)

[0]: Also I'd argue that "slow" without a concrete point of reference is a meaningless term in this context.

Joker_vD 7 hours ago

> the fact that the article talks about "speeding up" the rust compiler doesn't automatically mean that the compiler is "slow"

Well, if it weren't "slow" for some definition of "slow", nobody would bother speeding it up, would they?

bryanlarsen 7 hours ago

JMKH42 8 hours ago

Its similar to C++ compilers, there is no one reason. It is a language that tries to optimize a lot, its a big language, it does safety checks, it uses llvm which is a bit slow, its a language that makes use of generics which generate extra code etc etc.

pjmlp 6 hours ago

C++ compilers have it better, despite the fame, because on the C++ world, people like their binary libraries (not compiling the world from scratch on each git clone), there better support for incremental compilation, and incremental linking, there are interpreters and hot code reload tooling available.

panstromek 6 hours ago

ModernMech 8 hours ago

It's doing static analysis that many other languages don't do at compile time.

dralley 8 hours ago

This is not actually the main reason, most of the time.

Generics/monomorphization and how iterators work results in a lot of compiler bytecode that has to be churned through. More bytecode = longer compilation. It increases the size of the (debug) binaries, the debuginfo in general, causes performance issues with debug binaries in some situations unless you bump the optimization level, causes more IO, etc.

ModernMech 8 hours ago

kreco 7 hours ago

Not sure why you are being downvoted here.

s08148692 5 hours ago

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

Aurornis 5 hours ago

You should have set up https://github.com/mozilla/sccache at minimum. Setting up compiler caching is routine for people coming from older compiled language backgrounds but it's often missed by people coming from languages like JS/TS who have never been exposed to these ideas.

There's a new project called kache https://github.com/kunobi-ninja/kache that takes this even further and handles more edge cases with worktrees, but it's newer.

If you were pulling the entire project fresh and rebuilding everything in every worktree all the time without any caching then it would be frustrating. You could have asked your agent to set up basic caching and solved most of your problem in minutes.

jiehong 3 hours ago

Shouldn’t this be part of cargo and enabled by default then ?

gpm 2 hours ago

slopinthebag 4 hours ago

this is the issue with vibing...you don't know what you don't know

jarjoura 2 hours ago

You really shouldn't build software with rust if your workflow involves 10+ agents. Why aren't you using Python or Typescript for things like that?

Rust is what you use when you want to maximize on the runtime performance. It will build software that requires significantly less memory and maximize the CPU that will save time and energy. It's a system language for writing software meant to access the hardware.

ameliaquining an hour ago

Why would that imply that you wouldn't use a lot of agents?

paholg 5 hours ago

Most of that time was probably compiling dependencies. If you give it another go, I would recommend a shared sccache.

https://github.com/mozilla/sccache

pjmlp 3 hours ago

Even that doesn't fully avoid recompilation of the same crate, due to features changes across the dependency chain.

virtualritz an hour ago

Make a cargo wrapper (or ask your clanker) with a global build lock.

Cargo run/test/nextest/run only, check/fmt etc should be excluded.

This avoids contention/oversubscription of the CPU which makes builds up to 300% slower from what I measured.

slopinthebag 5 hours ago

first time i've seen rust's compile performance actually act as a filter haha

randypewick 5 hours ago

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.

hnp9j9qtda 7 hours ago

Biggest win for me was splitting one fat crate into three, parallelism got real.

clarus 6 hours ago

Yes this seems like the main way to go. With dependency injection using "dyn" traits on top of that, it seems that this mostly solves the compilation issues with Rust. It might be better for tests and agents to split code in small chunks too.

rapind 6 hours ago

I am experimenting with this in my project right now. I haven't reached a verdict yet, but in theory it sounds good. I think you're still paying the linking cost though?

geauxvirtual 6 hours ago

Yes.

Splitting out a project into multiple crates reduces what needs to be recompiled during development. I tend to break out areas of my application that aren't going to change regularly so I'm only having to rebuild the main application.

In a production scenario where you're probably building your application in some CI environment, unless you cache the release build artifacts to re-use when applicable, the entire project will be rebuilt every run.

dabinat 5 hours ago

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

torutofu 9 hours ago

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.

1vuio0pswjnm7 3 hours ago

How does the Rust compiler's speed compare to the speed of the C compiler GCC

Is it slower

muthuh 5 hours ago

Oh man just miseed it, October already.

ddalcino 7 hours ago

Gonna have to name my next project Penelope Hammertime, or at least Pineapple Häagen-Dazs.

Citrusoff 8 hours ago

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.

embedding-shape 8 hours ago

> reminder that the biggest compiler optimizations often come from changing the algorithm, not optimizing the hot loop itself.

Isn't this true for most optimizations, not just in compilers? My usual goto process for optimizing is "Find stuff we're doing that we don't have to do, re-evaluate what data structures we use and then re-evaluate what algorithms we use" basically, with minor changes depending on the results. Served me well so far, and haven't (intentionally) written any compilers.

dev_hugepages 5 hours ago

This isn't a human you are asking your question to.