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Effects fork-join parallel threading

Open Sirbucket opened this issue 3 years ago • 10 comments

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.

Checklist

  • [X ] None of the open or closed issues document this idea.
  • [X ] This is a new idea, not a bug.
  • [X ] This idea does not seriously affect game balance.
  • [X ] This is obviously an improvement, not something that people commonly disagree on.
  • [X ] This is not an idea for new game content (e.g. new weapons, maps, sounds).
  • [X ] This idea is for the code of the game, not for textures, sounds, or other resources.
  • [ ] This idea has been implemented in vanilla TF2.
  • [X ] There is proof that this idea is well liked (e.g. a history of use of a similar mod in a competitive league).
  • [ ] This idea has been implemented in a mod.
  • [ ] This feature has existed in the vanilla game but was removed.
  • [ ] This idea is for internal procedures or tooling (e.g. improving the build process, supporting new systems).

Screenshots

Alternatives

  1. Don't implement it if it wouldn't improve performance.
  2. Improve the batch system if it's not already at it's best (IE dynamic batching)

Sirbucket avatar Jun 05 '21 02:06 Sirbucket

r_threaded_particles

mastercoms avatar Jun 05 '21 02:06 mastercoms

Legit didn't know, wow that was fast af

Sirbucket avatar Jun 05 '21 02:06 Sirbucket

Is dynamic batching a possibility though?

Sirbucket avatar Jun 05 '21 02:06 Sirbucket

Like it batches at less than 60 FPS and doesn't batch at greater than 60 FPS, kind of like the jigglebones thing.

Sirbucket avatar Jun 05 '21 02:06 Sirbucket

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

mastercoms avatar Jun 05 '21 02:06 mastercoms

Alright, well I sparked some kind of idea, lol

Sirbucket avatar Jun 05 '21 02:06 Sirbucket

Ok just had to look this up, sounds good!

Sirbucket avatar Jun 05 '21 02:06 Sirbucket

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?

Sirbucket avatar Jun 05 '21 02:06 Sirbucket

ooh and another thing to ask, do other multithreading methods you've touched already use fork-join or no?

Sirbucket avatar Jun 05 '21 02:06 Sirbucket

So is that a yes or no?

Sirbucket avatar Jul 04 '21 10:07 Sirbucket