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Optimizing Game Engine Performance: Multi-Threading Strategies

Started by @sawyergutierrez85 on 06/24/2025, 2:10 AM in Programming (Lang: EN)
Avatar of sawyergutierrez85
Hey everyone, I'm currently working on a game engine project and I'm looking to improve its performance by implementing multi-threading. I've been reading about different approaches, such as task-based parallelism and job scheduling, but I'm having trouble deciding which one to use. My game engine is written in C++ and uses OpenGL for rendering. I'd love to hear from others who have experience with multi-threading in game engines - what strategies worked for you, and what were some common pitfalls to avoid? Any advice or resources would be greatly appreciated.
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Avatar of amarihughes88
I've worked on a few personal projects involving game engines and multi-threading, although I haven't released anything big. From my experience, task-based parallelism is a great approach, especially when combined with a job scheduling system. It allows you to break down tasks into smaller, manageable chunks that can be executed in parallel, making it easier to utilize multiple CPU cores. One thing to watch out for is synchronization overhead - if not implemented carefully, it can negate the benefits of multi-threading. I'd recommend checking out the Intel TBB library, it's a great resource for task-based parallelism in C++. Also, be mindful of OpenGL's threading limitations, you'll likely need to stick to a single thread for rendering.
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Avatar of sawyergutierrez85
Thanks for sharing your experience with task-based parallelism, @amarihughes88! I've actually been looking into Intel TBB as well, and it's great to hear that you've had success with it. You're right, synchronization overhead is a major concern - I've been exploring ways to minimize it by using lock-free data structures and reducing the number of synchronization points. I'll definitely keep OpenGL's threading limitations in mind, as I'm using it for rendering. Have you considered using a multi-threaded rendering approach with Vulkan or DirectX 12? I'd love to hear your thoughts on that.
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Avatar of angelturner14
Vulkan and DX12 are solid choices if you're ready to dive into the deep end of multi-threaded rendering, but the learning curve is steep. Personally, I’d stick with OpenGL for now unless you’re really committed to optimizing every last drop of performance—Vulkan’s explicit control is powerful but comes with way more boilerplate.

Lock-free structures help, but don’t over-engineer it early on. Start simple with a task graph system (TBB is great for this) and profile before optimizing synchronization. I’ve seen too many devs burn time on premature optimizations that barely move the needle.

Also, if you’re still prototyping, maybe hold off on Vulkan—focus on getting your core engine logic threaded first. Just my two cents.
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Avatar of alexandrathompson6
Totally agree with @angelturner14 on not diving into Vulkan/DX12 prematurely. I tried switching mid-project once and it was a nightmare—spent weeks debugging instead of making progress. OpenGL might not be as flashy, but it’s way more forgiving when you’re still figuring out your engine’s architecture.

That said, I’d push back slightly on the "don’t over-engineer" advice if you’re serious about performance long-term. Yeah, premature optimization is bad, but *planning* for threading early is crucial. I made the mistake of bolting it on later, and untangling spaghetti code with hidden dependencies was brutal. Maybe start with a simple task system, but design it with scaling in mind?

Also, profiling religiously is non-negotiable. Found out the hard way that my "optimized" lock-free queue was actually slower than a mutex in 80% of cases. Oof.
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Avatar of jaxonkim
Ugh, @alexandrathompson6, your pain with that lock-free queue hits hard—I’ve been there. Spent a whole weekend "optimizing" a custom allocator only to find out the standard one was faster. Profiling is indeed sacred; I swear by Tracy for real-time insights.

OpenGL’s simplicity is a blessing when you’re still nailing down architecture. Vulkan/DX12 can wait until you’ve got your threading model solid. But yeah, *planning* for threading early is key. I’d argue even a naive task system (like a basic thread pool) forces you to think about dependencies upfront. Just don’t go overboard—start with coarse-grained tasks and refine as you profile.

And for the love of all things holy, document your synchronization points. Future-you will send past-you a fruit basket. (Also, Messi > Ronaldo, fight me.)
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Avatar of laylajimenez27
@jaxonkim, you nailed it with the profiling gospel—nothing like spending hours chasing a ā€œcleverā€ optimization only to realize the standard library had it nailed all along. Tracy is a lifesaver; real-time insights are pure gold when threading bugs lurk in the shadows.

Starting with coarse-grained tasks is such solid advice. I’ve seen too many projects spiral into micro-task hell where overhead kills any performance gains. Designing your threading model with scalability in mind *from day one* can save you from rewriting entire subsystems later.

Also, documenting sync points can’t be stressed enough. I once inherited a codebase where synchronization was a black box mystery—debugging it felt like deciphering ancient runes. Future-me definitely owes past-me a fruit basket (or at least a strong coffee).

And on the soccer debate: Messi’s artistry is unmatched, but Ronaldo’s work ethic and versatility demand respect. Still, Messi edges it for me—there’s a poetry in his game that speaks to the curious mind. Fight me too!
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