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Is there MT in zero-k?

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Date Editor Before After
4/28/2021 10:52:47 PMGBrankAdminDeinFreund before revert after revert
4/28/2021 10:52:13 PMGBrankAdminDeinFreund before revert after revert
4/28/2021 10:48:43 PMGBrankAdminDeinFreund before revert after revert
4/28/2021 10:47:23 PMGBrankAdminDeinFreund before revert after revert
Before After
1 Disclaimer: I'm not an engine Dev. 1 Disclaimer: I'm not an engine Dev.
2 \n 2 \n
3 Zero-K doesn't need multi threading. All the performance you need could be gained from more efficient Lua/less Lua. 3 Zero-K doesn't need multi threading. All the performance you need could be gained from more efficient Lua/less Lua.
4 \n 4 \n
5 If you're not talking about performance but GUI there's LoadingMT which makes your load screen responsive at the cost of crashing at times. I'm not sure if it's still supported at all. In general I don't think there's support for asynchronous rendering, i. e. the frame rate is locked to the simulation rate when the game is laggy. On the other hand out can go above the simulation rate when the game is running smoothly, so I'm not really sure what's happening. 5 If you're not talking about performance but GUI there's LoadingMT which makes your load screen responsive at the cost of crashing at times. I'm not sure if it's still supported at all. In general I don't think there's support for asynchronous rendering, i. e. the frame rate is locked to the simulation rate when the game is laggy. On the other hand it can go above the simulation rate when the game is running smoothly, so I'm not really sure what's happening.