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Sebastian Aaltonen on Twitter: "Let's discuss frame overlap strategies, latencies and buffering resources. We allow "user land" (=sim) direct access to persistently mapped GPU buffer pointers. It's crucial that we don't stomp
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optimization - What do the terms "CPU bound" and "I/O bound" mean? - Stack Overflow
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Twitter \ Sebastian Aaltonen على تويتر: "A thread about frame latency when interleaving rendering with next frame... Assuming that renderer runs on a separate core, or render jobs have higher priority and
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Unity - Manual: CPU Usage Profiler module
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CPU Usage Profiler module - Unity Manual
Best practices for profiling game performance | Unity
CPU vs. GPU Rendering - What's the difference and which should you choose?
Unity CPU Optimization: Is Your Game... Draw Call Bound? | TheGamedev.Guru