![Sebastian Aaltonen on Twitter: "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 are not Sebastian Aaltonen on Twitter: "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 are not](https://pbs.twimg.com/media/FPuVrBWXMAI55ax.jpg:large)
Sebastian Aaltonen on Twitter: "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 are not
![Optimal multi-threading structure for efficient CPU usage - General and Gameplay Programming - GameDev.net Optimal multi-threading structure for efficient CPU usage - General and Gameplay Programming - GameDev.net](https://uploads.gamedev.net/forums/monthly_2021_08/7f59927829bc4d37a72f13941a3d5230.threading2.png)
Optimal multi-threading structure for efficient CPU usage - General and Gameplay Programming - GameDev.net
Dreamcore - We present the new king of the hill - the AMD Threadripper 2990WX redefines what it means to be a monster with a whopping 32 Cores and 64 Threads. We've
![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)
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: "That's it really. Frame interleave provides you up to 2x CPU cycles at the cost 142% latency. This is assuming that your renderer starts pushing draw calls to
![Tell me why I am CPU bound (with associated stutters) when using VR - #20 by TheClap - Virtual Reality (VR) - Microsoft Flight Simulator Forums Tell me why I am CPU bound (with associated stutters) when using VR - #20 by TheClap - Virtual Reality (VR) - Microsoft Flight Simulator Forums](https://forums.flightsimulator.com/uploads/default/original/4X/4/a/3/4a3fabaebe80a0cb8b7b467cf1eb705fde8a867c.jpeg)