title: google::dense_hash_map vs std::tr1::unordered_map?
body: <p>I'm working on a Mobile Game for several platforms ( Android, iOS, and some maybe even some kind of console in the future ).</p>
  
  <p>I'm trying to decide whether to use <a href="http://en.wikipedia.org/wiki/Unordered_map_%28C++%29" rel="noreferrer">tr1::unordered_map</a> or <a href="http://google-sparsehash.googlecode.com/svn/trunk/doc/dense_hash_map.html" rel="noreferrer">google::dense_hash_map</a> 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)</p>
  
  <p>Considerations are:</p>
  
  <ul>
  <li>Performance (memory and cpu wise)</li>
  <li>Portability</li>
  </ul>
  
  <p>Any ideas or suggestions are welcome.</p>