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Not necessarily (Gaming)

by Cody Miller @, Music of the Spheres - Never Forgot, Tuesday, July 04, 2017, 10:04 (2700 days ago) @ Blackt1g3r

Most modern games are multithreaded, so it really depends on how the game decided to split up threads. Generally, the main thread is responsible for rendering, while another thread is responsible for physics calculations. So 60 FPS in a multithreaded game usually has nothing to do with the physics simulation and input handling. See this Gameastura article of a brief overview. Even in a non multi-threaded design, the main game loop will schedule the rendering pass based on how long it takes to handle everything else so the input handling tends to be somewhat decoupled from the display.

I wonder if this is why all other things being as equal as they can be, modern games on the whole feel less crisp and responsive. Uberfoop even mentioned how old systems woudn't even save the rendered frame in RAM (there wasn't enough!), and would just stream the video data on a line by line basis as the TV was drawing (some games took advantage of this for trickery like transparency and other effects).

It seems the deck is stacked against response time pretty heavily now.


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