Yup. always gotta be that one single threaded program. In this case, appears to be frigate.

  • @douglasg14b@lemmy.world
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    11 months ago

    there’s little excuse for not doing it anymore for heavy applications, especially games

    … Wut. You chose one of the best examples of where multi-threaded workloads are extremely difficult and often impractical as your example of where it should definitely be used…? 🤦

    Games are where it’s the most difficult, nevermind enterprise workloads that can be multi-threaded on paper, while games can often not even make that work in theory. Game workloads are incredibly, almost insurmountably, difficult to multi-threaded for most teams and studios.

    Not just from a technical standpoint but from a practical standpoint as well as you are significantly increasing the surface area for software defects, full of pitfalls and gotchas. Sure you can multi-thread your workload but now it actually runs slower than it would have if you never did this at all due to increased resource usage as a result of synchronization…etc

    Games like factorio are rarities, where the developers had both a small game and scope, and all the time and resources they needed to produce multi-threaded solutions to their workloads. Engines like unity have ECS, which has limitations of use and comes with extra asterisks. But outside that and a few other examples actual multi-threading is a massive undertakings that may actually mean your Game cannot be delivered.

    • shadowbert
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      211 months ago

      Difficult, yes. Impractical? Absolutely not, at least with some planning ahead. It’s not trivial (and I never said it was) but it’s getting both easier and more important every year.