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No, you are the one who doesn't know what they're talking about. You're as much a luddite as the dumbass suits who wouldn't listen when the engineers told them that Stadia was a retarded idea. Prove me wrong.

[–] 0 pt

How do you think major movie companies render high end CG scenes? You are a fool.

That's not the same thing at all. Some tasks can be parallel, some can't. Movie rendering is not the same thing as real time rendering of video games. Do you have any programming knowledge at all? I assume not, so let me give you a crash course in multithreading and GPU rendering.

First off, only so many threads are useful to a game. Right now you might see 6 thread being used in a game at maximum. There are a few games that can use more, but they aren't really getting any benefit from it. There are diminishing returns. Why? Because there is a main timing thread that all the other threads are coordinated by. This is why single threaded performance is still king for gaming. Open any multithreaded game and check your CPU usage. You will see one core being pegged hard and any others in use maybe hitting about 20% usage on a good CPU.

Things like video rendering can be parallelized into infinity because you don't need to do things in any specific order. Frame A doesn't have to come after frame B until the finished product. You can render an infinite number of frames at once them put then in the correct order once they are all done.

GPU rendering of real time frames is a whole different beast. There are a few options that have been tried. AFR or alternate frame rendering is one where two video cards take turn rendering frames. It sucked and was abandoned. Then there is SLI/Crossfire where the screen is split into multiple lines and each video card (usually 2-4) renders every other line that makes up the full image. This also sucked and caused more problems than it solved. This is why SLI is dead.

Please learn something about how computers work before spouting off nonsense.

[–] 0 pt

It is exactly the same thing... You're applying the logic of a single machine process to a multi-machine system to which I'm describing. New games SPECIFICALLY for a server farm could be created with limitless boundaries. The majority would be 3D environment rendering, which could be done in real-time given the computing power. After that object placement, physics, audio, etc. could be done with minimal power, and it could be done with practically limitless player capacity.

I have forgotten more about computers and programing than you have ever known.