RE: responsive threading

"Mat Noguchi (BUNGIE)" <[email protected]> Fri, 29 Jul 2005 15:33:18 -0700
Newsgroups gmane.games.devel.general
Message-ID <1B678752C03CB44AAA5D9C90991EFEEC06801382@RED-MSG-42.redmond.corp.microsoft.com>
Unfortunately, there are many function calls that can cause stalls under
multithreading: mixing blocking and non-blocking file i/o, allocating
memory with malloc/free, CRT functions that manipulate global state,
etc.

MSN
-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of
Andras Balogh
Sent: Friday, July 29, 2005 3:07 PM
To: [email protected]
Subject: Re: [GD-General] responsive threading

I understand that, and I am thankful for your suggestions, but the 
problem is that I don't really know what's going on in this 
decompression library myself.. I was just assuming that whatever it 
does, there is a way to make it not disturb my main thread.


Andras


Mat Noguchi (BUNGIE) wrote:
> Without knowing exactly what you are doing on both threads, it is very
> hard to determine the source of framerate spikes that are caused by
> multithreading.
> 
> MSN
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of
> Andras Balogh
> Sent: Friday, July 29, 2005 2:34 PM
> To: [email protected]
> Subject: Re: [GD-General] responsive threading
> 
> Even if this was the case, it would hurt overall performance, no? 
> Overall performance is very good, I just don't like the occasional
> spikes...
> 
> 
> Mat Noguchi (BUNGIE) wrote:
> 
>>If you are both reading and decompressing on the IO thread, you are
>>likely causing a lot of context switches if you have not modified the
>>priority on either thread.
>>
>>MSN
> 


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