3 ms·
A lot of games slam the CPU even when idle because of busy waiting and looping they built into the game which could likely be improved by better async and paral
by krferriter 6y ago
A lot of games slam the CPU even when idle because of busy waiting and looping they built into the game which could likely be improved by better async and parallelization natives or frameworks.
- Too 6y agoThis is common for many real time applications, not just games. It can be a result of designing for WCET (Worst case execution time). By always running on worst case even if not needed, your testing becomes much easier because there is less need to go into every corner case and see if your frame rate drops. For gaming its less of a safety issue but it gives a more consistent experience. Games also really don't care since they are single use applications. You are not going to run something else cpu intensive in the background while playing.
- issamehh 6y agoThat seems like quite a bold assumption about what I'll be running. While I do expect to a game to be able to take what it needs and certainly that could be a lot, I've definitely ran multiple games or ran intensive software at the same time. It's not always so simple