3 ms·
This is not true. If nothing else a lot of the work done by a game engine pipeline is actually handled by the OS or device driver (GPU, audio, and network) and
by garmaine 8y ago
This is not true. If nothing else a lot of the work done by a game engine pipeline is actually handled by the OS or device driver (GPU, audio, and network) and scheduled in a different thread. So even a “single threaded” game would benefit from 2-4 cores.
- rf15 8y agoconfirming that there's definitely a trend towards separate threads for audio, but the rest, especially networking, depends strongly on the engine
- garmaine 8y agoNo... it’s made concurrent by the OS anyway. If you tell OpenGL or DirectX or Vulkan or whatever to render a vertex buffer, what actually happens is it is added to a queue and returns immediately. An OS-provided thread asynchronously processes that queue and actually spends a fair amount of resources, on a different hardware core, scheduling the hardware to do what you asked. Same for audio and network. This is regardless of what concurrency the game is written to exploit.
- lev99 8y agoGreat, the 2011 i7 has more than one core.