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DCS Explains Multi-Thread Support Engine


Our CPU multi-threading support started in 2019 when we decided toimplement several new approaches in EDGE 2.7. This was required toincrease performance as rendering demands have changed due to virtualreality, more detailed maps, greater object detail, etc. We devised asolution to render a frame in a multithreaded manner with automaticworkload synchronisation.

By the end of 2020, we were confident that we are at least half waythere with a fully ready Render Graph and the required appliedprogramming. At the end of Q3 2021 we accomplished:

  • Graphic backend
  • EDM models
  • Human models
  • Atmosphere
  • Water and sea
  • Terrain engine
  • Special effects, particles system
  • Night lights for terrains
  • Scenes
  • Cockpits
  • Mirrors
  • Indication
  • GUI
  • Post-effects
  • Cascade shadows
  • What remains to be done includes:
  • Flat shadows
  • Dynamic lights
  • Radars
  • Propellers and similar effects
  • Clouds
  • VR support

In parallel to this massive work and upcoming modules, we continueto implement support of the Vulkan API. We have completed most of thework for a first delivery and made changes to our internal appliedgraphics API that can "shield out" the Vulkan code whilst in earlytesting. This render code supports both DirectX and the Vulkan API asdifferent DCS World branches.


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