google::dense_hash_map vs std::tr1::unordered_map?

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I'm working on a Mobile Game for several platforms ( Android, iOS, and some maybe even some kind of console in the future ).

I'm trying to decide whether to use tr1::unordered_map or google::dense_hash_map to retrieve Textures from a Resource Manager (for later binding using OpenGL). Usually this can happen quite a few times per second (N per frame, where my Game is running at ~60 fps)

Considerations are:

  • Performance (memory and cpu wise)
  • Portability

Any ideas or suggestions are welcome.

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