![Sebastian Aaltonen on Twitter: "Let's discuss frame overlap strategies, latencies and buffering resources. We allow "user land" (=sim) direct access to persistently mapped GPU buffer pointers. It's crucial that we don't stomp Sebastian Aaltonen on Twitter: "Let's discuss frame overlap strategies, latencies and buffering resources. We allow "user land" (=sim) direct access to persistently mapped GPU buffer pointers. It's crucial that we don't stomp](https://pbs.twimg.com/media/FchbWGzX0AAlmzF.png)
Sebastian Aaltonen on Twitter: "Let's discuss frame overlap strategies, latencies and buffering resources. We allow "user land" (=sim) direct access to persistently mapped GPU buffer pointers. It's crucial that we don't stomp
![Twitter \ Sebastian Aaltonen على تويتر: "A thread about frame latency when interleaving rendering with next frame... Assuming that renderer runs on a separate core, or render jobs have higher priority and Twitter \ Sebastian Aaltonen على تويتر: "A thread about frame latency when interleaving rendering with next frame... Assuming that renderer runs on a separate core, or render jobs have higher priority and](https://pbs.twimg.com/media/FPuVrBWXMAI55ax.jpg:large)
Twitter \ Sebastian Aaltonen على تويتر: "A thread about frame latency when interleaving rendering with next frame... Assuming that renderer runs on a separate core, or render jobs have higher priority and
![200+fps in SM. Gen12 looking promising, we are very much GPU bound as far as rendering is concerned now! : r/starcitizen 200+fps in SM. Gen12 looking promising, we are very much GPU bound as far as rendering is concerned now! : r/starcitizen](https://preview.redd.it/aelx3zjiuws81.png?width=640&crop=smart&auto=webp&s=03486847ad31982ab3f1f6b7f1ed6de18e7cad59)
200+fps in SM. Gen12 looking promising, we are very much GPU bound as far as rendering is concerned now! : r/starcitizen
![Unity Mobile Game Performance Optimization: CPU Time Cost Optimization Divided by Engine Modules - UWA Blog Unity Mobile Game Performance Optimization: CPU Time Cost Optimization Divided by Engine Modules - UWA Blog](https://blog.en.uwa4d.com/wp-content/uploads/2022/12/%E5%89%AF%E6%9C%AC_%E6%BD%AE%E6%B5%81%E9%A3%8E%E5%95%86%E4%B8%9A%E6%9C%8D%E5%8A%A1%E4%BA%BA%E6%89%8D%E6%8B%9B%E8%81%98%E5%AE%A3%E4%BC%A0%E6%8E%A8%E5%B9%BF%E6%A8%AA%E7%89%88%E6%B5%B7%E6%8A%A5__2022-12-0618_34_41-1100x500.png)
Unity Mobile Game Performance Optimization: CPU Time Cost Optimization Divided by Engine Modules - UWA Blog
![Optimal multi-threading structure for efficient CPU usage - General and Gameplay Programming - GameDev.net Optimal multi-threading structure for efficient CPU usage - General and Gameplay Programming - GameDev.net](https://uploads.gamedev.net/forums/monthly_2021_08/7f59927829bc4d37a72f13941a3d5230.threading2.png)