tf2-patches
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Effects fork-join parallel threading
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
- Don't implement it if it wouldn't improve performance.
- Improve the batch system if it's not already at it's best (IE dynamic batching)
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?