I'm trying to optimize my Android OpenGL ES 2.0 application, and I find myself being CPU bound. After googling, I've found this, which suggest to use a thread for updating objects, and a thread for ...
So here's the situation. I'm making a game that mixes two genres; arcade shooter and puzzler. They don't intertwine TOO much; all the interaction that really goes on is that every time an enemy is ...
What is the right process to get compatibility or at least a workaround for the ‘Threaded optimization’ feature of NVIDIA?
It's peculiar this issue is not well understood on NVIDIA forums and project forums. For example, the well known ioquake3 project based on id tech 3 requires to force 'Threaded optimization' off on ...
Basically, how I profile a game that have multithreading and script interpreter? (Lua in my case) I have no idea of where to look for that. Also it would be nice to be able to profile code that ...