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Reply in: Multithreading, scheduling in game engines with DAGs

Yes this is viable Killzone did something like this in 2014 https://gdcvault.com/play/1020886/Killzone-Shadow-Fall-Threading-the you should keep in mind that they are making use of specific cabablities in the PS4 at the …

NightCreature83 ·
game-engine multithreading Scheduling framegraph synchronization
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Reply in: Multithreading, scheduling in game engines with DAGs

raynmetal wrote: My question is: is this viable? Common? Apart from the additional complexity and the stronger dependence on the engine-level scheduler, is there anything else I stand to lose …

frob ·
game-engine multithreading Scheduling framegraph synchronization
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Reply in: Multithreading, scheduling in game engines with DAGs

You seam to have a specific intent with your multi threading and that itself should make it easy to point to the right solution, although I can´t quite understand how …

TooOld2rock-nRoll ·
game-engine multithreading Scheduling framegraph synchronization
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Reply in: Multithreading, scheduling in game engines with DAGs

The other difficult side of multi-threading is cache coherency. Shared memory can be easily read by multiple threads at the same time, but when one thread is required to write, …

pennyloafers ·
game-engine multithreading Scheduling framegraph synchronization
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Reply in: Multithreading, scheduling in game engines with DAGs

You know that DAGs are an abstraction to regular code, there are probably a few steps of to translate compile and dispatch a shader to the GPU. There is nothing …

pennyloafers ·
game-engine multithreading Scheduling framegraph synchronization
Forum Topic

Multithreading, scheduling in game engines with DAGs

edit: DAG stands for Directed Acyclic Graph edit: tldr; can you use framegraphs to organize ALL the updates in one iteration of a game loop? As of now, the engine …

raynmetal ·
game-engine multithreading Scheduling framegraph synchronization