3 ms·
NVIDIA's internal term for this is "Speed of Light", or "SoL", though that's more focused on theoretical GPU throughput and efficiency. Most of the time that y
by Jasper_ 5y ago
NVIDIA's internal term for this is "Speed of Light", or "SoL", though that's more focused on theoretical GPU throughput and efficiency.
Most of the time that you see you're locked on CPU, well, rendering is a huge cost, but often times it's gameplay code, it's the sound engine, it's the file I/O system, it's the Lua scripting. Rendering might very well be a very small amount of the CPU frame time, though it's still there too. As a game developer, when I profile a game, I usually don't see the render thread popping up as much. Things I remember:
* Some audio engine code that worked by running an expensive hashmap lookup many, many times a frame (fixed by changing how the hashmap lookup worked, which accidentally broke an older game, then had to add a configure switch to configure between fast and slow)
* AI Pathfinding code that recursively subdivided a bezier spline. Recursion was unfortunately slow on a specific console platform due to a compiler bug (and this was in 2019!). Fixed by changing it to an explicit while loop.
* A wind simulation system that simulated an entire world's worth of wind physics. Game engine was originally built with much smaller levels in mind, but carried forward for 15 years and now the levels were much bigger. Fixed by only simulating what was needed in the shot.
These things are a huge balance, and we fix it by profiling and getting things to run on our minspec hardware. And sometimes we miss.