4 ms·
Pinning on a core like this is done in areas like HPC and HFT. In general you want a good assurance that your hardware matches your expectations and some kernel
by biorach 2y ago
Pinning on a core like this is done in areas like HPC and HFT. In general you want a good assurance that your hardware matches your expectations and some kernel tuning.
I haven't heard of it being done with PC games. I doubt the environment would be predictable enough. On consoles tho..?
- chainingsolid 2y agoThinking about it the threads in a game that normally need more CPU time are the ones that are doing lots of sys calls. You'd have to use a fair bit of async and atomics, to split the work into compute and chatting with the kernal. Might as well figure out how to do it 'right' and use 2+ threads so it can scale. Side note the compute heavy low sys call freqency stuff like terrain gen belongs in the pool of back ground threads, normaly.
- vvanders 2y agoWe absolutely pinned on consoles, anywhere where you have fixed known hardware tuning for that specific hardware usually nets you some decent benefits. From what I recall we mostly did it for predictability so that things that may go long wouldn't interrupt deadline sensitive things(audio, physics, etc).
- biorach 2y agoNice, thank you