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I don't think any CPU features were designed specifically for video games. But video games often have workloads that fit nicely on top of the CPU. You don't ne
by jeremiep 10y ago
I don't think any CPU features were designed specifically for video games. But video games often have workloads that fit nicely on top of the CPU.
You don't need interactions between entities at every point in time. There are very specific sync points during a frame and there isn't many of them (maybe 5 or 6). Your units can also be organized in a table where each row can be updated in parallel before moving on to the next.
Many types of software can get away using only concurrency or parallelism. Game engines have to master both. You want parallelism to crunch your unit updates and you want concurrency to overlap your render pass on top of the next frame's update pass.