3 ms·
My understanding of AAA game engine coding concurs with this analysis. It's become increasingly common to get more frames of graphics rendered in the same time
by jungler 8y ago
My understanding of AAA game engine coding concurs with this analysis. It's become increasingly common to get more frames of graphics rendered in the same time span by kicking off the next frame before the first has finished, which can be extrapolated to a preconfigured buffer of many frames latency, similar to what is seen today with digital audio. Since game programmers already have to breathe concurrency problems just to achieve real-time stateful systems, and even more so to give an online multiplayer experience, this isn't a huge leap: many issues of this type have been resolved from the beginning with a double buffer or an intentional frame of latency.
That said, the benefits of scaling up runtime game performance are diminishing as asset costs increasingly dominate the discussion: the extra scene detail comes with a price to the production cycle, and that may be what breaks the games-graphics-tech alliance before any fundamental limits to the technology are reached.