Quote: Original post by Kylotan
I really don't think games are a great application for this. There's hardly anything you can effectively run in parallel with the CPU when your system needs to be fully synchronised 60 times a second. Our software just doesn't (currently) suit parallel models.
Forgive my ignorace as I’ve got very little experience as far as game programming goes, but why would the system need to be fully synchronised sixty times a second? I mean – one core can do all the game-related stuff like updating the world while the second core would only render the data the first core computed, sixty times per second... Certain level of atomicity would still need to be preserved of course, but still I don’t see why full synchronisation would be needed...
Is this possible but not yet done, or are there any significant reasons not to do this?