In the Palazzo Vecchio in Florence, Italy, a feverish search occurs seemingly in slow motion.
Particle systems are an ideal candidate for multi-threading in games. Most games have particle systems and their general nature of independent entities lends well to parallelism.
It finally happened!
Writing the sample code for this post I was amazed myself to see how simple it was to reach over 20 times performance improvement with so little effort.
After much hard work, extensive debate, prioritization, and efforts to eke out the last few percentages of performance gains, Intel® Threading Building Blocks (Intel® TBB) version 3.0 has arrived!
What is performance per Watt?
THE GORY DETAILS
Let’s continue from where we left off last time. Let’s figure out the why of the equation,
P = C * V^2 * (a * f)
[Warning: Math and physics alert! Math and physics alert!] I think that you've all seen this equation before: P = a * C * V2 * f