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Sponsored Video: Threading Quake 4 and Quake Wars

In this sponsored video, Intel senior software engineer Anu Kalra discusses the principles, challenges, and lessons learned in providing multithreading assistance to the teams behind Raven Software's Quake 4 and Splash Damage's spinoff title Enemy Territory: Quake Wars.


Among other topics, Kalra noted that certain multithreading aspects improved from game to game, including one notable area concerning efficiency:

"The key thing here is that the data is not being shared across threads as much," he explains. "There definitely is data that is being shared with the rendering thread and the graphics driver thread, but between the engine and the renderer, there really isn't a whole lot of data that is being shared. In the case of Quake 4, all the dynamic measures that are generated per frame had to be buffered and shared between the two threads, which isn't the case with Quake Wars."

In addition to the video, there are full slides available from a talk given by Kalra alongside developer Jan Paul van Waveren of Quake series creator id Software.

Comments

Isn't it the dynamic meshes per thread?

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This specially written weblog combines Gamasutra and Intel knowhow to present and deconstruct the latest happenings in visual computing and game technology.

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