- Jul 15, 2015
"Simulation thread" in this case refers to game logic simulation, not the graphical simulation. Stuff like "fleet A is moving from here to here, what's the best path". This isn't to say that some of these things cannot be written into "GPU code" but most of them do not require that high a degree of parallel calculations.Okay,
Then I've obviously missed something somewhere.
DX12 and vulkan can both do low level (low overhead) resource and task management.
DX12 and vulkan can do graphics.
What do you mean by simulation thread, and how does that translate to dx11 doing something that opengl and vulkan cannot?