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by Sephr 1924 days ago
Your native VR games need to know how many CPU threads you have to efficiently allocate game processes. Some processes can run at a lower priority, and your OS scheduler figures out the rest.

I can assure you that most of your VR games are using this same data.

1 comments

But how is my CPU count useful to you in that situation? My i7-8700k has 12 threads, my Surface book 2 pretends to have 16 threads, my iPad Pro pretends to have 16 cores, my iPhone pretends to have 12 cores.

What is the API I can use to map that to any sort of useful 3D performance? How are 3d game processes using this data to evaluate what they are supposed to be doing?

Never said it was for the 3D rendering. If all my app did was 3D rendering, it wouldn't be an app, it'd be a tech demo.
So, considering the amount of responses for thread count that you can not count on for any sort of performance, why do you need the thread count? Since you already answered downstream, I'll spare you the bother of doing it here...

>You don't need it. I do. blabla, it makes it easier for me blabla native apps are tracking you as well

Do you... Do you maybe not know how concurrency works?

It's not about hitting a minimum threshold of performance. It's about achieving the best possible performance for whatever system it's running on.

Maybe you think because I said VR it must mean I need to be running on massive gaming rigs. We run quite nicely on 5 year old smartphones, too. We run a pancake mode for people without VR. We run on every headset on the market, and we don't have to pay a lick of attention to what Facebook or Google or Apple thinks should and should not be in their app stores. And we can do this because of the broad range of browser APIs.

Maybe you do not know what words in the English language mean? I have a Quest and an Oculus VR and a Samsung Gear VR and a shitty cardboard daydream.

I get how concurrency works. I do not get how you get any sort of useful information from my desktop claiming 12 threads, to my phone claiming 8 threads, to my quest claiming 6 threads, to my ipad/samsung tablet claiming however many threads over webxr.

I do not see how you can do anything useful with the thread count which is what I have been disputing. CPU thread count seems especially useless since it has no relation to VR performance.

I told you what usefulness I get out of it. Any one of those cores can decode a texture in T time. Do you want me to take T*N time to decode them on the render thread, or would you rather I took T*N/C off render thread on a system with C logical cores? I don't care that T is different on different machines. I don't care that C is different. Even small values of C makes up for some very large values of T on old CPUs.