3 ms·
Games are often CPU limited these days: updating game state from one frame to the next is one of the hard problems of modern game development. I don't think spl
by nwallin 7y ago
Games are often CPU limited these days: updating game state from one frame to the next is one of the hard problems of modern game development. I don't think splitting the work between two consoles connected by such a slow link would work very well.
The other hard problem is building the instruction chain (the term is escaping me at the moment) which gets sent to the GPU. This would have to be duplicated on each system.
The most workable solution would be to have one system do nothing but update game state and send it to the other system, which just does rendering. Limit yourself as much as possible to one way communication. Hopefully the game state system would do a lot of GPU compute for physics etc, otherwise its GPU would be idle. Furthermore, there are a lot of single threaded bottlenecks in both game state and render, so you'd lose out in parallelism. (Many modern systems fix this problem by rendering frame N (which is read only on state N) while simultaneously computing game state for frame N+1. (which is also read only on state N) Since both operations are read only, their single thread bottlenecks are different single thread bottlenecks, which helps parallelism dramatically.) Overall you'd be getting a very minor boost in performance from doubling the hardware commitment; certainly no better than 50%, but I'd ballpark probably closer to 25%.
It's an interesting idea, but one which is ultimately destroyed by the unrelenting iron fist of Amdahl's Law.
- tsukikage 7y agoThe one place you could potentially win is VR: each console could run the same codebase, independently, to generate the left and right eye views - whatever one console can do for one display, two can do for two; the amount of information required to keep the two game simulations in sync would be relatively small (world/view transforms and frame timing from master to slave console to let the two simulations stay in lockstep). People would balk at having to buy two consoles for VR though.