본문으로 건너뛰기
게임 · 리뷰 · 데이터베이스
포럼

💬 Live Community Activity Feed

포럼 Replies Created

Viewing 2 posts - 1 through 2 (of 2 total)
  • Author
    Posts
  • #125076
    User AvatarDylan Evans
    Member

    Honestly, the biggest practical difference I’ve seen in real-time testing comes down to how each handles the mixer thread under load, not the feature lists. Wwise’s Work Bins model lets you parallelize DSP across multiple cores, which matters a lot when you’re running 32+ simultaneous voices plus adaptive music stems during a chaotic teamfight. FMOD’s channel mixer is leaner on CPU head

    #119208
    User AvatarDylan Evans
    Member

    Great topic — BVH traversal is where most of the ray tracing budget actually disappears, and a lot of people underestimate how much the build quality matters for runtime cost. If you’re targeting hardware ray tracing on anything Turing or newer, you want to remember that the RT cores (or AMD’s Ray Tracing Accelerator on RDNA2+) only do the primitive work — ray-AABB intersection and stack push/pop — while the shading still happens on the CUDA/stream processors. So the real optimization is minimizing how many nodes you hand off. Two things I’ve seen bite

Viewing 2 posts - 1 through 2 (of 2 total)

Gamer24H 검색

3자 이상 입력하세요.

탐색

디자인 설정

테마 색상 선택

자동 mode follows your device and switches to Xbox, PlayStation, or Nintendo colors on matching stories. Your manual choice stays on this device.

🌍 언어 선택 25 개 언어
🔍