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It's interesting to see a game use case via linked pdf. They increased concurrency by overlapping the processing for two frames (alternating gameplay and render
by ece 6y ago
It's interesting to see a game use case via linked pdf. They increased concurrency by overlapping the processing for two frames (alternating gameplay and rendering code) because there were too many idle cycles when doing one frame at a time (which took 25ms instead of ~16ms for 60fps). This is after they had made all the jobs run as concurrently (and parallel on SPUs) as they could and reducing locking as much as they could per frame.