You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
The number of queued frames are either 2 or 3 on my test systems.
I would call game physics update while the GPU is taking long on a frame, by polling with device.poll(wgpu::PollType::Wait ...) I would normally poll the frame before last frame, if 3 frames can be queued, so that there would be no GPU idle while another frame is being submitted.
Do you recommend a separate thread for game update loop instead of the polling method?
reacted with thumbs up emoji reacted with thumbs down emoji reacted with laugh emoji reacted with hooray emoji reacted with confused emoji reacted with heart emoji reacted with rocket emoji reacted with eyes emoji
Uh oh!
There was an error while loading. Please reload this page.
-
The number of queued frames are either 2 or 3 on my test systems.
I would call game physics update while the GPU is taking long on a frame, by polling with device.poll(wgpu::PollType::Wait ...) I would normally poll the frame before last frame, if 3 frames can be queued, so that there would be no GPU idle while another frame is being submitted.
Do you recommend a separate thread for game update loop instead of the polling method?
Beta Was this translation helpful? Give feedback.
All reactions