*There were only a few parallelization-related bugs against the rules in thousands of bug reports in the bug-checking period of the Dead Rising development, which shows totally parallelized application doesn't necessarily equal a bug-hell and they can realize stable parallelization thanks to the parallelization techniques and the strict rules in the Framework engine. The CPU load is 80% for the main thread, 70% for rendering and sound, and 50-60% for other parallelized tasks. *The performance for 1 thread vs 6 threads is, 2.6x in Dead Rising, and 2.15x in Lost Planet (under development). Task relationships and synchronization update intervals are adjustable on a GUI tool to make it easy to find parallel processes against the rules. *To suppress parallelization bugs such as dead lock, they made 2 clearly separated rules called "parallel update" which has no dependency and "synchronized update" in which each task can refer to and update other tasks. Since parallelization per module or loop which are often seen in parallel programming is not suitable for a game engine, parallelization per task including player character, enemy, bullet, camera, effect generator etc. *As for multi-core optimization, the session mainly discussed methods for symmetric multi-core (Xbox 360). Stole it from a forum that stole it from another forum.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |