GZdoom compiling issue
- NeuralStunner
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Re: GZdoom compiling issue
IIRC the only thing that could really benefit from multicore support is the software renderer. Game logic has to be lockstepped, and the hardware renderer is obviously handled mainly by the video hardware. (Especially after some under-the-hood upgrades to get rid of old CPU->GPU bottlenecks.)
- Graf Zahl
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Re: GZdoom compiling issue
Well, actually nothing about that statement is correct.NeuralStunner wrote:and the hardware renderer is obviously handled mainly by the video hardware. (Especially after some under-the-hood upgrades to get rid of old CPU->GPU bottlenecks.)
The hardware renderer is totally limited by CPU alone on modern hardware and work is underway to make this multithread capable.
The times where the GPU was the main bottleneck have been over for nearly a decade.
- NeuralStunner
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Re: GZdoom compiling issue
... At least half right, though? Seemed like a major reason for moving up from older OpenGL versions was to reduce the CPU overhead when decent video hardware can do more of the work. Isn't that overhead a small fraction of what it was before GZDoom 2.x?
That said, I've been mainly focussed on ECWolf lately so I've been pretty out of the loop where HW rendering is concerned.
EDIT: Speaking of ECWolf, it semi-recently got mingw64 support. I anyone still maintaining mingw support for GZDoom?
That said, I've been mainly focussed on ECWolf lately so I've been pretty out of the loop where HW rendering is concerned.
EDIT: Speaking of ECWolf, it semi-recently got mingw64 support. I anyone still maintaining mingw support for GZDoom?