Not logged in, Join Here! or Log In Below:  
News Articles Search    
Friday, March 25th 2005
Multi-Core & Multi-Threaded Gaming
08:22 AM

AnandTech posted the second part in their series on multi-core and multi-threaded gaming. In this installment, they've posted responses from Tim Sweeney, lead developer behind the Unreal 3 engine, to questions about multi-threaded development.
Message Center / Reader Comments: ( To Participate in the Discussion, Join the Community )
Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
Chad Austin

March 28, 2005, 04:42 PM

Very interesting article...

I found two parts interesting. First, the quote by Tim Sweeney:

Finally, keep in mind that the Windows XP driver model for Direct3D is quite inefficient, to such an extent that in many applications, the OS and driver overhead associated with issuing Direct3D calls approaches 50% of available CPU cycles. Hiding this overhead will be one of the major immediate uses of multi-core.

Can anyone elaborate on that? Then, on the last page, Gabriele Svelto comments that locking and inter-thread communications will get cheaper on dual-core CPUs than they are on multi-CPU systems today. Does this require special OS support? Maybe I'm on the other page, but the way I see it, the real problem with locking is that it's so hard to eliminate race conditions and deadlocks (see Larry Osterman's recent series on concurrent programming). For concurrent programming to become mainstream, we need a better messaging or synchronization model, one that scales to large concurrent systems.

This thread contains 1 message.
Hosting by Solid Eight Studios, maker of PhotoTangler Collage Maker.