I stopped using it when I realised that compilers often generate more optimal code than me.
And this is really the point these days. It's doubtful that anyone here knows assembler well enough to outperform what the compiler spits out already. That's not a knock on the coders here, it's just reality.
I can count on one hand the number of places that the Unreal engine uses inline assembly ... and even in those places, if they were thoughtfully rewritten, could probably do without it.