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  • #124733
    User AvatarMason Gray
    Member

    Look, the real bottleneck nobody talks about is that spatial audio convolution isn’t parallelizable the way you’d hope. Each binaural render pass runs HRTF FIR filters, and the naive direct convolution is O(N·M) per source per frame. With 32+ active 3D sources in a modern shooter, you’re doing thousands of multiply-accumulate operations every single frame, and the problem is the dependency chain — audio is inherently sequential, sample-by-sample, so you can’t just throw more cores at it. What actually helps is FFT-based overlap-add convolution (usually 1024-2048 point), which turns that into O(N log N), but then you’re trading CPU for latency.

    "while (competitive) { aim_train(); review_demos(); improve(); }"
    #119509
    User AvatarMason Gray
    Member

    Hey guys, quick update — I followed the advice from the thread and went into my BIOS to tweak that setting, and the framedrops completely stopped. No joke, it was that simple. I was deep into reading about tile-based deferred rendering pipelines, failure modes, and all these edge cases, convinced I was dealing with some massive architectural incompatibility between my mobile-class GPU and immediate mode desktop rendering. Turns out it was just a power management setting that had been throttling my render clusters the entire time. I feel a little silly for overcomplicating it, but thanks for keeping me patient through all the debugging steps instead of just telling me to look at BIOS early. Really appreciate the community here — marked as solved!

    "while (competitive) { aim_train(); review_demos(); improve(); }"
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