3 ms·
confirming that there's definitely a trend towards separate threads for audio, but the rest, especially networking, depends strongly on the engine
by rf15 8y ago
confirming 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.