4 ms·
I think this assertion is terribly outdated for 'serious' (Console/AAA) games and 'professional' game developers. I can remember as far back as 2007 interviewin
by psyc 5y ago
I think this assertion is terribly outdated for 'serious' (Console/AAA) games and 'professional' game developers. I can remember as far back as 2007 interviewing for an XBox360 job, and being asked to describe in detail how I would keep all the threads busy. A professional game developer working on a serious high-detail/low-latency game would not be taken seriously if they don't know how to make a work queue.
What you say is probably true of most indie games. That's a whole different world. But the 'state of the art' is perfectly accurately described by 'batched and parallel workloads'.