Re: Where's the mac version of LoG2?
Posted: Sat Jan 24, 2015 8:09 pm
You aren't actually falling for the "one thread -> one core" conclusion, don't you?
"No need to buy a multicore cpu, guys. DX games can't use them anyway"
Even with a DX-wise limit to one thread for all draw commands you can have a dynamic number of threads building them. In my post right above Petri's you did link to i refered to our finding that LoG2 does in fact this: launch more threads when needed. Of course additional threads can only build so much drawcalls as the draw command sending thread gets cpu-time to submit them.
So yes, as Petri has stated, there is a limit how many draw calls can be submitted but then drawing the conclusion that the engine was/is ment for a single core is very far fetched.
"No need to buy a multicore cpu, guys. DX games can't use them anyway"
Even with a DX-wise limit to one thread for all draw commands you can have a dynamic number of threads building them. In my post right above Petri's you did link to i refered to our finding that LoG2 does in fact this: launch more threads when needed. Of course additional threads can only build so much drawcalls as the draw command sending thread gets cpu-time to submit them.
So yes, as Petri has stated, there is a limit how many draw calls can be submitted but then drawing the conclusion that the engine was/is ment for a single core is very far fetched.
