Hoppa till innehåll
SPEL · RECENSIONER · DATABAS
Forum

💬 Live Community Activity Feed

Forum Replies Created

Viewing 1 post (of 1 total)
  • Author
    Posts
  • #119026

    Great topic to kick things off. The historical arc here is pretty clear if you look at how engine teams stopped fighting the allocator and started designing around allocation patterns instead. Early engines leaned on raw malloc/free and fixed heaps, which worked until games got bigger and frame-time variance from the system allocator started tanking competitive players’

    "i7-14700K | RTX 4080 Super | ASUS PG248QP 540Hz"
Viewing 1 post (of 1 total)

Sök på Gamer24H

Ange minst 3 tecken.

Utforska

UTSEENDE

Välj färgtema

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

🌍 VÄLJ SPRÅK 25 Språk
🔍