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Effects fork-join parallel threading #594
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r_threaded_particles |
Legit didn't know, wow that was fast af |
Is dynamic batching a possibility though? |
Like it batches at less than 60 FPS and doesn't batch at greater than 60 FPS, kind of like the jigglebones thing. |
That's not a good idea, because batching breaks many visual effects, so forced batching doesn't really make sense. I think there's some merit to a fork join pool for particles though, so re-opening |
Alright, well I sparked some kind of idea, lol |
Ok just had to look this up, sounds good! |
I've just been trying to think of ideas for performance improvements, I didn't see any change to effects multithreading so I assumed it didn't exist, I'm going to assume it actually works in base TF2 then? |
ooh and another thing to ask, do other multithreading methods you've touched already use fork-join or no? |
So is that a yes or no? |
Description
Multi-threading for effects (tracers, particles, etc.) As far as I know, this does not exist in TF2 and I think it would improve performance.
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