
01-26-2011, 03:50 PM
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Approved Member
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Join Date: Oct 2007
Location: Sweden
Posts: 1,342
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Quote:
Originally Posted by Heliocon
uhhh what? Sorry you got the mechanics here very wrong. First off the CPU does not render anything, thats the GPU. Second shared memory.... lol?
3. I think you misunderstand the mechanics of how threading works, it activly assigns tasks to each thread, it does not "lock them" to one task. If it does thats extremely poor programming and will not be present due to the fact that it would most likely be incompatible with W7+DX11 dynamic load management. The threads are not assigned like AI, Physics etc, they just all run tasks in parallel, often they will run constantly one area of the game but the whole idea of multithreading is to eliminate the wait. In a singlecore/thread it has to do AI+Physics+etc+etc all in single pieces and rotate, multi threads eliminate this completely.
Anyway again there is no shared memory when you refer to textures etc. Thats GPU ram and is seperate from your volatile Ram, your CPU Cache, and your HD cache. Unfortunetly it seems games do not run the way you think they run...
*oh btw edit: most / many modern Mobos have integrated network chips, even if not they use very little ram. My intel 980x has 12 threads, I challenge COD to use that. The result is I can have 5 cores/10 threads dedicated to the game at 3.3-4ghz, and have the last core run win7 + steam + networking / whatever else in the background while the rest is completely dedicated to the software.
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Well, I've done multi threaded c++ programming for 20 years and I have a feeling you have not? Never heard of shared memory and locks? Think the threads create themselves? C'mon...
Last edited by mazex; 01-26-2011 at 05:26 PM.
Reason: Removed long answer as this will lead no way...
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