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post Nov 14 2014, 10:50
Post #61
Goldfire65



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https://www.youtube.com/watch?v=tsACB3PXZZg
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post Nov 15 2014, 10:03
Post #62
uareader



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Can be confused
sauce, source.

(this was the 2nd part of something taken from a dictionary, but I found out I shouldn't make the reply this was intended for, due to the section the post was in)

This post has been edited by uareader: Nov 15 2014, 10:04
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post Nov 15 2014, 16:50
Post #63
VTech100



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post Nov 15 2014, 20:38
Post #64
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post Nov 17 2014, 16:05
Post #65
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It's the weight of Berserker in Fate/Stay Night.
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post Nov 18 2014, 05:14
Post #66
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post Nov 18 2014, 05:17
Post #67
kawaiikun



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rite
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post Nov 18 2014, 11:39
Post #68
Fucktard5000



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HOW IS THIS THE SAME GRAPH?
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post Nov 18 2014, 14:13
Post #69
uareader



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Ouran High School Host Club
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post Nov 18 2014, 15:11
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Musashi92



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Press Alt + F4 to FUCK OFF!
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post Nov 18 2014, 17:32
Post #71
VTech100



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post Nov 18 2014, 19:47
Post #72
8jposfolifas



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post Nov 18 2014, 21:08
Post #73
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Jean Pierre Polnareff
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post Nov 19 2014, 00:33
Post #74
8jposfolifas



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Let's pretend you have 8 assembly lines running side by side. Each of them is doing completely different things. Let's call them:

Sound
AI
Graphics (CPU)
Post Processing
Physics (Environment)
Physics (Player+NPC)
System OS
Game Engine (Master)

----> Output

Every single one of those is reading from memory, processing data, writing to memory, sending data to devices or other threads, as well as keeping track of information locally.

Every single one needs to be in lockstep. If one slows down (due to lack of resources or too much workload) the entire game slows down (perceived as microstutter, FPS drop, or lag).

Leaving aside preventing bugs (Race Conditions, Memory Synchronization, Locking, etc.) and the performance issues from those alone, how do you balance these so nothing can slow down?

Slowdowns: Sound: Too many things happening generating sound events (See: EVE Online)
AI: Too many AI entities onscreen, or too many objects that the AI needs to be aware of present in scene) (See: Basically every game ever that lags)
Graphics (CPU): Too many draw calls (This is what Mantle/DX12 is for). This is a function of higher level draw calls so when a game is CPU bound, this is the issue.
Post Processing: Transparency + screen effects such as bloom/HDR can really screw things up (see: Any game that lags like crazy when something happens with lighting effects or a sudden blur effect, I actually think GoldSrc (HL1) had issues with this)
Physics (Environment): Something gets stuck or too many objects interacting with others (Havoc and Source Engine had severe performance issues)

"Tune it!" you say? Well great, it works indoors with 5 enemies. Walk outside and there's 50 enemies, your AI thread just took your FPS down to 1/10th what it was (more if they're aware of each other).

It is NOT as simple as you think it is.

The workload is not "multiple things that have next to nothing to do with each other and can be divided into parallel processes".

Now what about single threaded? None of this applies. If your AI thread needs more power, it simply preempts more cycles on the processor from the other threads and you get a modest FPS drop (you may have seen this on older games).
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post Nov 19 2014, 00:40
Post #75
Lance188



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How to talk with islamist:
- How are you today?
-ALLAHU AKBAR
- Ok, great, maybe you want some coffee?
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post Nov 19 2014, 07:48
Post #76
VTech100



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antihistamines
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post Nov 19 2014, 08:37
Post #77
gynew



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letters
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post Nov 19 2014, 11:38
Post #78
shinjix7



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很久没有拆书,感觉退步了!拆个书皮封面都花了2个多小时,撕黑白内容花了2小时,
整个晚上就这样用光了,刺客信条大革命玩到处死国王那里几千人找个基佬J漫试了n次都过不去还没有空碰!
拆得不好,很多问题还没有解决,有扫过的同志麻烦也发个好了
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post Nov 19 2014, 12:35
Post #79
uareader



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Karmic Exhaustion reduces the effect of your imbuement to 82%.

You have imbued Snowflake with 99.22 points of karma.

Your Karma Influence Power has been drained, and is now 1.
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post Nov 20 2014, 01:10
Post #80
Lance188



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Kuouzumiaiginsusutakeizumonokamimei
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