> Instead of spending 3 weeks wrapping data structures in mutexes for a 15% framerate increase, you could probably get an equivalent speedup by reducing shader detail, texture size, or any number of other options.
I see why we differ in opinion here: you feel that regressing backwards and sacrificing visual quality is a better approach than parallelizing the same exact engine with the same quality. I don't think we're going to see eye-to-eye on this one.
I see why we differ in opinion here: you feel that regressing backwards and sacrificing visual quality is a better approach than parallelizing the same exact engine with the same quality. I don't think we're going to see eye-to-eye on this one.