There's nothing stopping you from having multiple CSPRNG instances, with deterministic seeds, if that's a design requirement.
There's nothing stopping you from having multiple CSPRNG instances, with deterministic seeds, if that's a design requirement.
So yes, a good, slightly buffered (internal state seems to be 300 bytes) implementation of a (quasi-?)CSPRNG is pretty damn close to a decent quality non-cryptographic PRNG and likely fast enough for most video games on most hardware. Though, very few people write games in Go.
I also ran it on x86 (AMD Ryzen 5600X) and got similar results; everything ran faster on a 4.6 GHz chip, but ChaCha8 stayed around 2 cpb while PCG improved a little to about 0.7 cpb.
I do have a ~10-year-old Celeron NUC laying around that I could use to test older/lower-end hardware. I can also publish the (admittedly very simple) program I'm using.
It's also worth noting that cpb is still a measure of average throughput not variance or latency and while Go's buffered ChaCha8 implementation amortizes to 2 cpb, when the 32-element buffer exhausts, generating a new number is much more expensive than the previous 31 numbers. I wouldn't say the performance is good enough for every use case.
Testing on Celeron J3455 @ 1.5 GHz (4 physical and logical cores) gave me PCG at 1.2 cpb and ChaCha8 at 2.6 cpb with cpu=1, but PCG stayed relatively constant across cpu=1,2,4,8 (worst was 1.8 cpb) while ChaCha8 slowed to 6.5 cpb at cpu=2 and 7.5 cpb at cpu=4 and cpu=8.
Back on my M1 Mac (8 logical and physical? cores), both ChaCha8 and PCG generally got better with more cores. ChaCha8 got down to 0.76 cpb at cpu=4 (then regressed a bit at cpu=8) while PCG got down to 0.26 cpb at cpu=8.
I don't think any of these results rule ChaCha8 out completely, though again I'm looking from the perspective of video games, which generally monopolize a machine while running.
ChaCha exploits instruction-level parallelism to get speed. PCG doesn't - it has a chain of instructions that must be executed sequentially. That means that when the PCG generator executes, it leaves gaps in the instruction stream that can be filled with other instructions for the game. That means a slowdown in the game that is more significant than what your benchmark suggests.
I'm going to do this and write blog about it (although I don't have a macbook), so we may be able to compare results.
I look forward to reading your blog about this.