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Threading Successes of Popular PC Games and Engines

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Last year we had a great turnout for our hands-on tutorial ... Intel's n-core engine experiment. Allegorithmic's Substance. Wrap-up. Food! 4. 4. Why threading? ... – PowerPoint PPT presentation

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Title: Threading Successes of Popular PC Games and Engines


1
Threading Successes of Popular PC Games and
Engines
  • Paul Lindberg and Brad Werth
  • Intel Corporation
  • GDC 2008

2
Whats this all about?
  • Last year we had a great turnout for our hands-on
    tutorial on game threading.
  • This year we want to focus on current commercial
    products and future pathfinding efforts.
  • Well cover performance and feature enhancements
    from threading.
  • This is a half day tutorial!

3
What well hit today
  • Introduction
  • Supreme Commander
  • Gamebryo Element Engine
  • Hellgate London
  • Break!
  • Intels n-core engine experiment
  • Allegorithmics Substance
  • Wrap-up
  • Food!

4
Why threading?
  • GHz era so over.
  • Multi-core is ubiquitous in gaming platforms.
  • Consumers demand validation of their purchase.
  • Threading is still an unsolved problem for games.

5
Lets look at common threading themes for games
Task
  • Task (on a thread)
  • Control Transition
  • Lock protecting shared data
  • Data copied to local data
  • Operation on local data

6
Render Split works well, but gains are limited
Render
The Rest
  • Copy data necessary for calls to rendering APIs
  • Make all rendering calls from the same thread
  • Render one frame behind the simulation

7
Work Crew or Pipeline moves a lot of data around
Render
Render
Particles
Particles
Particles
Particles
Particles
Animation
Animation
Animation
Animation
Physics
Physics
Physics
Physics
AI
AI
  • Apply the Render Split concept everywhere

8
Operation Queue keeps data localized, and
bandwidth down
Physics
AI
Render
Queue
Service
Animation
  • Keep the data in one place, but queue up
    operations on it
  • In a perfect world, reads are immediate, free,
    and consistent

9
How are games today targeting multi-core?
  • Thread for performance
  • Framerate
  • Load times
  • Easier path to smooth framerates, compared to
    time-slicing
  • Now very common
  • Thread for features
  • Many possible CPU-intensive effects
  • Just starting to appear
  • Use threaded middleware
  • Does whatever it does, and scales it out
  • Common, but how well do they work together?
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