I used PCG years ago for procedural content generation where random number generation was a bottleneck. It is very fast, so I was happy with it. Additionally the implementation I used[1] is comprehensible enough that I could modify it in various small ways.
One property I anecdotally observed about it is that it is a little sensitive to the values you choose for its seed. Too many zero bits or making two generators with nearly-identical seeds would create visible correlation in the outputs. It worked much better if all values were hashed before using them for seeding.
One property I anecdotally observed about it is that it is a little sensitive to the values you choose for its seed. Too many zero bits or making two generators with nearly-identical seeds would create visible correlation in the outputs. It worked much better if all values were hashed before using them for seeding.
[1] https://github.com/tlauterbach/unity-pcg-csharp