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本帖最后由 largewc 于 2013-10-21 15:45 编辑
the_god_of_pig 发表于 2013-10-20 16:51
转进了半天就是想找辙开除3dmark,还装地挺有理,笑死人了
看了你发的t神去3dmark发的帖子哈
So I would venture an educated guess that it is a good representative of the CPU load of game physics engine on iOS (since it is one).
Now it completely depends on the game as to what kind of load it puts on the CPU, but I would say that "easy" serialized memory access is something most commonly seen in very narrow tasks (file compression, image manipulation) and it doesn't tend to happen in more complex systems like game engines.
I don't know if we have available programmer time to re-run those experiments on other platforms but I'll definitely pass on the request
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that "easy" serialized memory access is something most commonly seen in very narrow tasks (file compression, image manipulation) and it doesn't tend to happen in more complex systems like game engines.
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基本就是这样了,流化的数据可以得到xcode5的双发射neon加成,但是由于物理引擎不可能流化,所以没有丝毫加成。
回帖说的能流化的譬如文件压缩,图像操作,这都是典型的simd工作的地方。 |
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