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Post #2506781

2025-11-30 10:21 UTC

@skade@hachyderm.io @msfjarvis@androiddev.social @yosh@toot.yosh.is as it happens dynamic resolution scaling and similar systems in video game rendering also work like that. 100% GPU load causes everything to go to hell (frame drops and worse) so we try to find setpoints that get us within some threshold below that. I don't remember what the magic % ended up being for the games I've worked on, but we try to run as close to the wire as we can and still have a stable cadence.

Replies (2)

  • @thomasfricke@23.social 2025-11-30 15:02

    @aeva@mastodon.gamedev.place @skade@hachyderm.io @msfjarvis@androiddev.social @yosh@toot.yosh.is There is an algebra for this kind of problems https://repository.tudelft.nl/record/uuid:b5816386-0ed9-4760-a6de-f0db0c3a5226 I have no experience, just remembered this for curiosity @PeterSommerlad@mastodon.social

    Open ##2506782

  • @hazelnot@sunbeam.city 2025-11-30 16:18

    @aeva@mastodon.gamedev.place @skade@hachyderm.io @msfjarvis@androiddev.social @yosh@toot.yosh.is meanwhile gamers: "ackhshually running the GPU at 100% all the time is good cause it means you're getting all your money's worth of performance" like those boomers going on about how they paid for the whole screen and stretched a 4:3 picture to 16:9 back when wide-screen TVs were becoming mainstream but a big chunk of media was still not

    Open ##2506785