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Session Name:

Shears - Squeeze the Juice Out of the CPUs: Post Mortem of a Data-Driven Scheduler


These days concurrent programming is mandatory for game developers. Use of synchronization primitives is often a solid way to achieve the goal but it has its drawback. This talk presents an innovative way to schedule an engine loop by working around data contention in a multithreaded environment. This data-driven scheduling minimizes data races and maximizes hardware occupation including Cell's SPUs. Implemented using lock-free algorithms, it achieves better performance compared to more traditional schedulers. By the way, did you know that SPU programming can be easy?

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  • GDC 2010
  • Michael Lavaire
  • Ubisoft Entertainment
  • Remi Quenin
  • Ubisoft Entertainment
  • free content
  • Programming
  • Programming