Empirical Game Research

Quest · Engines and performance

Automating the move to the GPU

Generating GPU plumbing for ECS systems automatically, and working out at runtime when the GPU is actually worth it.

ECS should be a good fit for the GPU, but offloading a system means hand-writing the same scaffolding every time: input structures, shaders, buffer transfers, dispatch code. Worse, the entity count where the GPU starts to win is not knowable ahead of time; it shifts with hardware and workload. We are generating that scaffolding from compile-time source analysis and learning the crossover point while the game runs.

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