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General | Posted by Max at Aug. 22, 2008 - 5:54 pm


While the demo was playing, Carmack spent some time talking about multi-threaded aspects of id Tech 5, where the entire rendering system is offloaded onto one core. he said this was a “natural progression” from the multi-core support it had included in previous generation titles. “That balances pretty nicely for most games, where you can run your game logic and simulation in one thread, and your rendering system in another thread,” he explained.

He explained that there was much more than just this going on in id Tech 5 though. He said that there’s a separate thread devoted entirely to “running analysis over what’s being rendered, managing the streaming of information from DVDs and hard drives, decompressing all of it, transcoding the formats that are useful for GPUs, and so on.”

“That sucks up a pretty good amount of processing power just to do that, but that's one of the key things that lets us do this level of detail that really is beyond anything that you've seen before,” he added.


Sometimes I wonder how pragmatic it's been to go through "natural progression" concerning multi-threading. Obviously, GPUs do miracles with it, but then, you stick two together and it's like some kind of mass hysteria, only instead of hysterics, they just go retarded. I read, what I can understand, anyway, as much reddit: programming as the next guy, and it seems to me like there isn't enough scraping and starting over as there should be.

Then again, if it ain't broke, don't fix it. Maybe Carmack will once-and-for-all turn out an Id game with a plot, amirite?
[Read Full Story at Bit-Tech]
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