Hi community.
I am a 3d game engine developer.
The idea is clear: you create a session bound to specific thread/threads, declare desired fps (workload time) and report actual time spent. This will help the kernel's scheduler to balance jobs in a better way.
But one thing is not clear to me: if you have two threads (lets say game logic thread and render thread) with its own loops and running in parallel - should I create a single session for two threads (and report from one of them) or two sessions per each thread individually (each thread reports its own workload)?
It is mentioned that Unreal Engine uses personal hint session for each thread, while Cocos2d engine uses single session for all threads.
Which way should I choose? Is it supposed that I should try both variants, measure performance/power consumption and then decide? Are there any recommendations on this choice?
Any hints are appreciated.
Best regards!