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Optimal multi-threading structure for efficient CPU usage - General and Gameplay Programming - GameDev.net
Twitter \ Sebastian Aaltonen على تويتر: "A thread about frame latency when interleaving rendering with next frame... Assuming that renderer runs on a separate core, or render jobs have higher priority and
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OpenXR Toolkit (upscaling, world scale, hand tracking...) - Release thread - General - Microsoft Flight Simulator Forums
![Sebastian Aaltonen on Twitter: "Let's discuss frame overlap strategies, latencies and buffering resources. We allow "user land" (=sim) direct access to persistently mapped GPU buffer pointers. It's crucial that we don't stomp Sebastian Aaltonen on Twitter: "Let's discuss frame overlap strategies, latencies and buffering resources. We allow "user land" (=sim) direct access to persistently mapped GPU buffer pointers. It's crucial that we don't stomp](https://pbs.twimg.com/media/FchbWGzX0AAlmzF.png)