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THQ/Gas Powered Games Supreme Commander and Supreme Commander: Forged Alliance

THQ/Gas Powered Games Supreme Commander and Supreme Commander: Forged Alliance. Thread for Performance. Supreme Commander runs best on 4 cores - let’s see how!. Threading in mid-project can be done! Decoupled threads give great performance Memory management extends the gains Lessons learned.

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THQ/Gas Powered Games Supreme Commander and Supreme Commander: Forged Alliance

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  1. THQ/Gas Powered GamesSupreme CommanderandSupreme Commander:Forged Alliance Thread for Performance

  2. Supreme Commander runsbest on 4 cores - let’s see how! Threading in mid-project can be done! Decoupled threads give great performance Memory management extends the gains Lessons learned

  3. Threading was a mid-stream change • Code was initially single-threaded • Game demanded more performance • Changed mid-project (6-12 months into development) • Separate render/sim threads to run at different rates • Support multiple cores • Limited architecture choices due to existing code • Using Boost thread library • Portable, open-source thread library

  4. Render split is essential to speed • Lots of “little” threads: sound, loading, etc. • Sim thread: All simulation • Render thread: Full speed, <=10x per sim tick • Sync phase: Once frame is ready to render • Sync render and sim • Fully queued in and out of sim • Fast

  5. Decoupled architecture is built for speed Ready to start a frame and a simulation tick Issue

  6. Decoupled architecture is built for speed Issue Simulation Sim Thread Interface Render Run decoupled sim and render Fully buffered input to sim, call via Sim Thread Interface

  7. Decoupled architecture is built for speed Render can run repeatedly Depends on sim duration Issue Simulation Render Render … Up to 10x per sim tick

  8. Decoupled architecture is built for speed Fully decoupled? No. A few low level systems have locks. No major performance impact! Issue Simulation Locks Render Render … Up to 10x per sim tick

  9. Decoupled architecture is built for speed Sync sim thread out to render thread, via STI again Issue Issue Simulation Sim Thread Interface Render Render Render … Up to 10x per sim tick

  10. Decoupled architecture is built for speed Multiplayer: Record everything going through STI Send over network Issue Issue Simulation Sim Thread Interface Sim Thread Interface Render Render Render … Up to 10x per sim tick

  11. Decoupled architecture is built for speed And so on… Issue Issue Issue Simulation Sim Render Render Render Render … … Up to 10x per sim tick

  12. Thread model adapts to varying loads • Architecture scales well with loads • Render load will often dominate • Re-render to keep frame rates up • Sim-heavy map will try to be sim-dominated

  13. Displaying frame times – cool! Thread stats in real time

  14. Sometimes, there’s more to render Render Runs as fast as possible Simulation Sim/render sync Both threads synced, fully queued in and out of sim

  15. Other times, there’s more to simulate Sim runs across many rendered frames

  16. A little sync doesn’t slow this code down Threads are busy most of the time! Frame n Frame n+1 Sync Waiting Busy Mostly waiting

  17. Memory manager gives an additional boost • Memory: If you’re not careful in a threaded game… • Memory use can thrash cache – but not a problem here! • Memory alloc/free can be slow • Suspected memory management was problem • Doing lots of small allocations • Built code to make it easy to switch mem managers • Custom mem manager outperforms default malloc/free • Can cause some debugging questions • Purchased commercial one for Supreme Commander • Wrote new one for Forged Alliance

  18. What are some current bottlenecks? • Multiplayer: all sims run concurrently • Limited by least-common-denominator machine • That’s the RTS way • Monolithic render thread • Multiple monitors, typically different views • Possibly split off top part of render for second monitor? • Too expensive/complex for niche feature

  19. This was a great learning experience! • Good intermediate step • Especially for threading mid-project • Would do it differently if doing it from scratch • Target more processor cores • General worker threads w/dispatch system • Templates to define an interface to common semantics • Directed work graph/node graph (hard to express) • Or …? • The engine is so good, it’ll be back in Demigod! • Demigod team using modified Supreme Commander engine

  20. We learned some DOs and DON’Ts • Do: • Architect for threading from the start, if you can • Thread single-threaded code, if you must • Decouple threads where possible • Don’t: • Be afraid to thread single-threaded code

  21. Supreme Commander runsbest on 4 cores – that’s how! Threading in mid-project can be done! Decoupled threads give great performance Memory management extends the gains Lessons learned

  22. So, what do you think? • Have you tried something like this? • Successes? • Failures? • Have you rejected trying something like this? • Why?

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