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XNA多线程抖动

[英]XNA Multi-Thread Jitters

brand new question. 全新的问题。

Just implemented multi-threading into my XNA game as it was unable to keep up with using 1 processor. 刚刚在我的XNA游戏中实现了多线程,因为它无法跟上使用1个处理器的速度。 MT is all implemented fine and everything, however the player seems to jitter all over the spot every now and then. MT的实现一切正常,但是播放器似乎时不时地抖动。 I originally thought it was a loss of data between the update and render, but even when i did the player update in the render it did the same thing. 我本来以为这是更新和渲染之间的数据丢失,但是即使我在渲染器中执行播放器更新,它也会做同样的事情。 It's not a memory/processor issue as i'm no where near maxing out my RAM or processors. 这不是内存/处理器问题,因为我无法最大限度地利用我的RAM或处理器。 It's strange aswell because none of the other entities in the game seem to have any of these issues. 这也很奇怪,因为游戏中的其他实体似乎都没有这些问题。

Any ideas at all?? 有什么想法吗?

The first thing that springs to mind is that XNA input must be done on the main thread. 首先想到的是XNA输入必须在主线程上完成。

(Source: "Understanding XNA Framework Performance" GDC 2008) (来源:“了解XNA框架性能” GDC 2008)

Hey guys, i ended finding out that the way i had my MT set up i was rendering everything twice (silly mistake on my behalf i know). 大家好,我最终发现我设置MT的方式使所有内容渲染两次(我知道代表我犯了严重错误)。 Thanks for the assistance though, i appreciate it :). 感谢您的协助,但我很感激:)。 I'll check that source article out aswell, it sounds interesting 我还将检查该源文章,这听起来很有趣

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