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Trying to beat V8's optimizer

I was writing a blog post about JIT compilation and needed a simple example to demonstrate deoptimization. Easy, I thought. Call a function with integers, then sneak in a string, watch it slow down.

V8 had other plans.

My first attempt showed no difference. V8's polymorphic inline caches handled multiple types gracefully. I tried object shapes, three different layouts. Still fast. I created 100 different shapes to overwhelm the cache. V8 shrugged. I tried triggering deoptimization mid-benchmark. V8 recompiled so fast the slowdown was a single-run blip.

After an hour of failed attempts, I finally got a measurable result: a 2x spike on exactly one iteration, before V8 recovered. Modern JavaScript engines are really good.

This got me curious. How does V8 actually work? What would it take to truly confuse it?

A brief history of V8

The engine has evolved dramatically since 2008, with each generation learning from the last.

V8 Evolution Timeline
2008V8 Released
Chrome launches with V8, the first high-performance JS engine
2010Crankshaft
First optimizing compiler with type feedback
2015TurboFan
New optimizing compiler for asm.js and ES6
2016Ignition
Bytecode interpreter replaces full-codegen baseline
2017Ignition + TurboFan
New pipeline: Ignition bytecode → TurboFan optimization
2021SparkPlug
Fast non-optimizing baseline compiler from bytecode
2023Maglev
Mid-tier SSA compiler, 10x faster than TurboFan compilation
compiler
interpreter
feature

Notice the shift from ad-hoc compilation to a systematic pipeline: Ignition (interpreter) feeds profile data to TurboFan (optimizer), with SparkPlug and Maglev filling the gaps between.

V8's compilation pipeline

When you run JavaScript, V8 processes it through several stages:

Source → Parser → AST → Ignition (bytecode) → TurboFan (machine code)

Here's what happens at each stage.

Stage 1: Tokenization

The parser first breaks your source code into tokens—keywords, identifiers, operators, and punctuation:

Tokenization
functionadd(a,b){returna+b;}
14 tokens. Hover for type.

Edit the code and watch the tokens update. Each token is classified by type.

Stage 2: Parsing (AST)

Tokens become a tree structure that represents the program's syntax:

Parsing
fn aretu+ab

The parser builds a hierarchy: a function contains statements, statements contain expressions, expressions contain operators and operands.

Stage 3: Bytecode generation

Ignition walks the AST and emits bytecode instructions:

Bytecode Generation
Ldara
Addb
Return

This bytecode is compact and fast to generate. Ignition can start executing immediately.

Stage 4: Execution (register machine)

Ignition is a register-based virtual machine. Unlike stack machines that push/pop values, register machines store intermediate results in numbered slots:

Register Machine
// calc(2, 3, 10) → return a * b + c;
Ldar r0
Mul r1
Star r3
Ldar r3
Add r2
Return
acc
2
r0 (a)
2
r1 (b)
3
r2 (c)
10
r3 (temp)
Load r0 (a = 2) into accumulator

Step through to see how each instruction reads from and writes to registers. The accumulator (acc) is a special register used for most operations.

Stage 5: Profiling

As bytecode runs, V8 tracks what actually happens. Each call site records the call count (how many times this code path executed) and type feedback (what types were actually seen: int, string, object).

When a function crosses the "hot" threshold (~1000 calls), V8 queues it for optimization. The profiling data tells the optimizer what types to expect—if you always pass integers, it can generate integer-only machine code.

You can see this happen. Paste this into your browser console:

function add(a, b) { return a + b; }
 
// Run in batches, timing each
for (let batch = 0; batch < 5; batch++) {
  const start = performance.now();
  for (let i = 0; i < 1_000_000; i++) {
    add(i, i + 1);
  }
  const ms = (performance.now() - start).toFixed(2);
  console.log(`Batch ${batch + 1}: ${ms}ms`);
}

You'll see something like:

Batch 1: 2.60ms
Batch 2: 5.40ms
Batch 3: 0.70ms
Batch 4: 0.20ms
Batch 5: 0.30ms

Batch 2 is actually slower—that's the JIT compiler running mid-batch, competing for CPU time. By batch 3, TurboFan's optimized machine code is in place: 10x faster than the interpreted version.

Tiered compilation

Compilation takes time. If a function only runs 5 times, spending 100ms compiling it to save 0.1ms per call is a terrible trade. But if it runs a million times, that 100ms investment pays off 10,000x.

V8 solves this with tiered compilation—each tier trades compilation time for execution speed:

TierThresholdCompile TimeSpeed
IgnitionFirst call~0ms1x (baseline)
SparkPlug~10 calls~1ms~2x faster
Maglev~100 calls~10ms~5x faster
TurboFan~1000 calls~100ms~10x faster

Most functions stabilize at SparkPlug or Maglev. Only the truly hot inner loops reach TurboFan. The thresholds are heuristics—V8 adjusts them based on how much type information it has collected.

Optimization techniques

Once TurboFan kicks in, it applies several optimization techniques.

Function inlining

When you call a small function millions of times, the call overhead adds up. V8 solves this by inlining: copying the function body directly into the caller.

// Before inlining
function square(x) { return x * x; }
function sumOfSquares(a, b) {
  return square(a) + square(b);
}
 
// After inlining (what TurboFan generates)
function sumOfSquares(a, b) {
  return (a * a) + (b * b);  // No function calls!
}

Try this in your console:

function square(x) { return x * x; }
function sumSquaresCall(a, b) { return square(a) + square(b); }
function sumSquaresInline(a, b) { return a * a + b * b; }
 
// Warm up both separately
for (let i = 0; i < 100000; i++) sumSquaresCall(i, i);
for (let i = 0; i < 100000; i++) sumSquaresInline(i, i);
 
// Benchmark each independently (avoid polymorphic call sites)
let start = performance.now();
for (let i = 0; i < 10_000_000; i++) sumSquaresCall(i, i + 1);
console.log(`With calls: ${(performance.now() - start).toFixed(2)}ms`);
 
start = performance.now();
for (let i = 0; i < 10_000_000; i++) sumSquaresInline(i, i + 1);
console.log(`Inlined: ${(performance.now() - start).toFixed(2)}ms`);

You'll see nearly identical times—V8 automatically inlined square() into sumSquaresCall().

Dead code elimination

V8 removes code that can never execute:

function compute(x) {
  if (false) {
    return expensiveCalculation();  // Removed entirely
  }
  return x * 2;
}

It also eliminates unused computations:

function example(x) {
  const unused = x * x * x;  // Removed if never used
  return x + 1;
}

Constant folding

When values are known at compile time, V8 pre-computes them:

// Before
function getTimeout() {
  return 60 * 60 * 1000;  // One hour in ms
}
 
// After constant folding
function getTimeout() {
  return 3600000;  // Computed at compile time
}

Try this to see constant folding vs runtime computation:

function constantFolded() { return 60 * 60 * 1000; }
function runtimeComputed(a, b, c) { return a * b * c; }
 
// Warm up
for (let i = 0; i < 100000; i++) { constantFolded(); runtimeComputed(60, 60, 1000); }
 
// Benchmark
const start1 = performance.now();
for (let i = 0; i < 10_000_000; i++) constantFolded();
console.log(`Constant: ${(performance.now() - start1).toFixed(2)}ms`);
 
const start2 = performance.now();
for (let i = 0; i < 10_000_000; i++) runtimeComputed(60, 60, 1000);
console.log(`Runtime: ${(performance.now() - start2).toFixed(2)}ms`);

Escape analysis

When an object is created but never "escapes" the function (isn't returned or stored globally), V8 can allocate it on the stack instead of the heap—or eliminate it entirely:

function getDistance(x1, y1, x2, y2) {
  // This point object might be eliminated entirely
  const point = { dx: x2 - x1, dy: y2 - y1 };
  return Math.sqrt(point.dx * point.dx + point.dy * point.dy);
}
 
// V8 can transform this to:
function getDistance(x1, y1, x2, y2) {
  const dx = x2 - x1;
  const dy = y2 - y1;
  return Math.sqrt(dx * dx + dy * dy);  // No object allocation!
}

Test escape analysis:

function withObject(x, y) {
  const p = { x, y };
  return p.x * p.x + p.y * p.y;
}
function withoutObject(x, y) {
  return x * x + y * y;
}
 
// Warm up
for (let i = 0; i < 100000; i++) { withObject(i, i); withoutObject(i, i); }
 
// Benchmark
const start1 = performance.now();
for (let i = 0; i < 10_000_000; i++) withObject(i, i + 1);
console.log(`With object: ${(performance.now() - start1).toFixed(2)}ms`);
 
const start2 = performance.now();
for (let i = 0; i < 10_000_000; i++) withoutObject(i, i + 1);
console.log(`Without object: ${(performance.now() - start2).toFixed(2)}ms`);

If the times are similar, escape analysis eliminated the object allocation.

Hidden classes

In a dynamic language, objects can have any shape. How does V8 access properties quickly?

The answer is hidden classes (V8 calls them "Maps"). Every object has a hidden class that describes its layout. When you create { x: 1, y: 2 }, V8 creates a hidden class that says "x is at offset 0, y is at offset 8."

Hidden Class Transitions
// Step 1: const point = {};
Object
{}
Hidden Class:Map0
(empty)
Empty object created with base hidden class

Step through to see how adding properties creates new hidden classes. Notice what happens when you delete a property: V8 gives up on the fast path and falls back to a dictionary (hash table) lookup.

When you access point.x, V8 doesn't search for "x". It looks up the hidden class, finds x is at offset 0, and reads directly from memory. One lookup, done.

Add properties in a consistent order. Initialize all properties in the constructor. Never delete properties.

Object Shape Explorer
Try: const obj = {}; obj.x = 1; obj.y = 2;
Or: const obj = { a: 1, b: 2, c: 3 };

Try different object patterns and see the hidden class transitions they create.

Inline caching: the fast path

Hidden classes enable inline caching (IC). When V8 compiles a property access, it remembers the hidden class it saw:

function getX(obj) {
  return obj.x;
}

First call with { x: 1 }: V8 records "if hidden class is Map0, x is at offset 0." Second call with same shape: V8 skips the lookup entirely, reads from offset 0.

Inline Cache States
function getX(obj) {
return obj.x;
}
Call #0
getX(???)
Uninitialized0 cache entries
Cache is empty, no information about shapes yet

Step through to see the inline cache grow. Monomorphic caches (one shape) are fastest because V8 can inline the property offset directly. Polymorphic caches (2-4 shapes) are still fast since V8 only checks a small table. Megamorphic caches (too many shapes) force V8 to fall back to a generic hash lookup, and that's where performance dies.

Type specialization

V8 specializes arithmetic for the types it observes. If you always pass integers, V8 generates integer-only code with no type checks.

Type Specialization
Profiling Data
add(1, 2)int, int
add(3, 4)int, int
add(5, 6)int, int
Generated Code
mov eax, [a] ; load int
add eax, [b] ; add int
ret ; no checks!
All integers! V8 generates fast integer-only code

Toggle between the scenarios. Consistent types: 3 instructions. Mixed types: 6+ instructions with type checks. That's 2x slower before you even do the actual computation.

Deoptimization: the escape hatch

We've generated specialized code assuming integers. Then someone calls add("hello", "world"). What now?

The engine handles this through deoptimization. When type assumptions break, V8 bails out of optimized code and falls back to the interpreter.

Deoptimization Bailout
Optimized~1ms
add(1, 2)
Running optimized machine code for integers
Execution Time

Watch the performance graph. Run 3 triggers deoptimization: the string breaks V8's integer assumption. But notice how quickly V8 recovers. By run 5-6, it's recompiled with more conservative type checks.

This is why "type pollution" can destroy performance. A single call with the wrong type can invalidate the entire optimized version of a function.

Experiment: Megamorphic property access

Can we actually measure the difference between monomorphic and megamorphic access?

Megamorphic Performance Impact
Monomorphic
// Same shape every time
for (let i = 0; i < 1M; i++) {
getX({ x: i });
}
Megamorphic
// 100 different shapes
for (let i = 0; i < 1M; i++) {
getX(shapes[i % 100]);
}

Click "Run Benchmark" to see the results. The megamorphic version accesses obj.x on objects with 100 different shapes. Each access requires a hash table lookup instead of a direct offset read.

What we learned

V8 is resilient. It recovers from deoptimization in milliseconds. Its polymorphic inline caches handle 2-4 shapes with barely any overhead. You have to work hard to make it slow.

But there are real patterns that hurt performance:

PatternImpactWhy
Megamorphic property access~5x slowerHash lookup instead of offset
Property deletionPermanent slow modeForces dictionary representation
Type instabilityRecompilation + slower codeGuards on every operation
Many different object shapesCache pollutionIC can't specialize

The good news: if you follow basic JavaScript hygiene (consistent types, consistent shapes, no property deletion), V8 will optimize your code just fine.

Can you beat V8?

Here's the secret I learned after an hour of trying: you can't really "beat" V8 in the sense of tricking it into catastrophic performance. You can force megamorphic access. You can trigger deoptimization. But V8 recovers so fast that these are blips, not sustained problems.

The real performance wins come from understanding the model:

  • Keep object shapes consistent
  • Keep types consistent
  • Let hot code stay hot
  • Profile before you optimize

V8 is doing a lot of work to make your code fast. The best thing you can do is get out of its way.