| WereKitten said: Ok, I see what you're saying. But the shifting in 3 frames is only because you have the 3 serial operations in parallel on different frames (simulation->scene->render). If you have 58 CPUs but each of these steps can be parallelized internally, the frames required will still be 3.
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Not if you pipeline the operations (which you can do by dividing these 3 serial operations into further serial operations, the same way they passed from 2 to 3). Massive pipelining is the easy and scalable way of doing multi-core programs, but of course not good enough when response time is important.
Your last sentence is very true, but parallelizing the steps is the hard part as you know. That's probably where future optimization efforts will be focused, along with low-level code optimizations.
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