Just wish to throw in my 2c...
Many game engines will query the core count to determine if they should
follow a simple (one main thread, one render thread, one audio thread,
one streamer thread) or more parallel (multiple render threads, multiple
audio threads, gameplay/physics/ai broken up into separate workers)
approach. If there are sufficient cores, this is necessary to get the
greatest possible framerate (keep the GPU fed), best quality audio (i.e.
more channels, longer reverb), and things such as secondary animations
that would not be enabled otherwise.
Even if not enabling all features and quality levels, the overhead of
fencing, double buffering, etc, should be avoided on systems with fewer
cores.
I also see that there are reasons that this may not be good for the
web. NUMA (Non Uniform Memory Architecture) and Hyper-threading
attributes also need to be taken into account to effectively optimize
for core count. This seems out of place given the level of abstraction
web developers expect. I can also imagine a very-short-term future
where "CPU core count" will be an outdated concept.
Cheers,
- Kearwood "Kip" Gilbert
On 2014-05-13, 10:58 AM, Joshua Cranmer 🐧 wrote:
On 5/13/2014 12:35 PM, Eli Grey wrote:
Can you back that up with a real-world example desktop application
that behaves as such?
The OpenMP framework?
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