#Multithreaded rendering

14 messages · Page 1 of 1 (latest)

frail marten
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I am experimenting with implementing the same thing mentioned in mojang's vibrant visuals post, this is the game rendering with 4 threads, there are bugs, but this is an experiment

frosty orbit
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ooooh very cool

frail marten
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I have an experimental mode for 5 threads but its too unstable so its disabled by default

Heres some video footage(4 threads)

coarse meteor
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What is the goal of this experiment?

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Just more efficient rendering?

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If this were made into a finished product, would it be incompatible with many mods?

frail marten
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Hopefully more/better usage of the cpu,
maybe even higher fps
Yes it would be incompatible with many mods, but not that many mods, they would need to be using opengl directly within the mod to be incompatible because my mod already uses mixins to achieve what its doing (and I built it as a sodium add-on)

old hedge
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Mojang will just use one extra thread, not more

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Idea is to have one thread for client game logic (and state extraction) and one purely for rendering

frail marten
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Its the same core idea of having more threads(multithreading), I just let the world renderer split up, not the whole renderer

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I have 2 threads for a queue and a thread that sends commands to the queue

hot pier
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Very cool! Does this give equal or better performance to normal Minecraft?

frail marten
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not that much, in my testing the average fps didn't change much (only +2), but that might change for different system configurations

frosty orbit
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Do you have a proper fps test suite/bench?