Timeline for Decoupling rendering pipeline (for UI responsiveness): Multithreading and multiple contexts?
Current License: CC BY-SA 3.0
5 events
| when toggle format | what | by | license | comment | |
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| Apr 5, 2015 at 18:53 | comment | added | Steven Lu | Hmm, let me try explaining another way. It usually takes a lot of development effort to make a game or other graphical application always scale levels of detail to maintain a desired framerate baseline. As a not-quite-alternative I wanted to know how feasible it is to just "run another thread" that's solely responsible for the user interface rendering, whose sole purpose is to maintain control responsiveness. If this could be done easily and transparently it makes for much improved usability at essentially no cost to the developer. Turns out, drivers today make no guarantees to support this. | |
| Apr 5, 2015 at 18:44 | comment | added | Steven Lu | Well sure, it's not ideal when things to slow down like this, but my idea was basically that it would be nice if I had two rendering contexts, one that dealt with really simple and fast rendering tasks (UI) while the other focuses on something more challenging. Basically the way that many RTS games these days get around the limitation (explained by Nathan Reed) is to use the default cursor which is being handled by the operating system at a driver level so the whole thing is separated from the hardware-accelerated graphics. | |
| Apr 5, 2015 at 18:37 | review | Late answers | |||
| Apr 6, 2015 at 7:59 | |||||
| Apr 5, 2015 at 18:22 | review | First posts | |||
| Apr 5, 2015 at 20:10 | |||||
| Apr 5, 2015 at 18:19 | history | answered | topspin | CC BY-SA 3.0 |