Re: responsive threading

Andras Balogh <[email protected]> Fri, 29 Jul 2005 14:35:21 -0600
Newsgroups gmane.games.devel.general
Message-ID <[email protected]>
I'm loading lots of "small" (avg. 1k x 1k) regions from lots of huge 
(5GB+) wavelet compressed images. I'm using a 3rd party library to do 
this (ECW), so I don't know the implementation details, but I could look 
at the code, if I knew what to look for..



Andras


Mat Noguchi (BUNGIE) wrote:
> What else are you doing on the IO thread to make it eat up so much CPU
> time?
> 
> MSN
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of
> Andras Balogh
> Sent: Friday, July 29, 2005 10:44 AM
> To: [email protected]
> Subject: [GD-General] responsive threading
> 
> I'm developing a graphics application, that I want to be very 
> responsive, very smooth, all the time! The rendering is pretty simple, 
> the framerate is high and stable, so I just lock to vsync, and 
> everything moves beautifully smooth! The CPU usage for this thread is 
> always below 10%.
> 
> However, I also have another thread, that has to do some heavy work. 
> This thread does tons of IO operations, and also makes the CPU sweat!
> 
> There is no synchronization between the two threads, so they should be 
> able to run independently. Still, I'm experienceing sudden spikes in the
> 
> framerate, when the second thread is really hammering. What could be the
> 
> reason for this? Is it possible to do something about it, to regain the 
> continuous framerate? I'm really not interested in the performance of 
> the second thread, I just want my first thread to run as smooth as 
> possible! I've tried lowering the priority for the second thread, and it
> 
> does help, but there are still some spikes. Is it possible that it's 
> Windows itself doing some operations at higher priority, like memory 
> management, IO stuff, and the likes?
> 
> Thanks,
> 
> 
> Andras
> 
> 
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