Good article but seems strange that author benchmarked debug builds first, that’s a huge “no-no” in any perf tweaking and it’s clear that authors knows this well
Setting up release benchmarks is much more complex and we develop the game in Debug mode, so it is very natural to get the first results there, and if promising, validate them in Release.
Also, since our team works in Debug mode, even gains that only speed things up in Debug mode are valuable for us, but I haven't encountered a case where I would see 20%+ perf gain in Debug mode that would not translate to Release mode.
So in C++ terms, it's really just benchmarking "-O2" instead of "-O2 -DNDEBUG". This seems fine.