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AS2 does not support multithreading so it's impossible to add that post factum. Ruffle already leverages parallelism (e.g. for rendering, which is done on the GPU), but AS2 is inherently single-threaded. Not to mention that multi-threading is not a silver bullet, Ruffle to this day has some negative performance implications resulting from GPU rendering. Performance in Ruffle has to be assessed on a case-by-case basis. Usually there's a more prosaic reason of bad performance that can be fixed in a different way. |
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This is a question about potential optimizations for ruffle both now and in the future.
Firstly, in older versions of flash, you could have external dlls be loaded that contain logic for more complex computation and potentially make more complex games feasible. If I recall, ruffle doesn't intend to implement that for the foreseeable future. This leads me to my other question: as an alternative, would multithreading capabilities be implemented so older AVM1/AS2 based games be more feasible for more complex stuff? There would still be limitations to a degree, but if I also again recall, there are plans for after everything 100% works, optimizations can be put into place. I believe that @TomFulp uses AS2 to this day, so I'm surprised they can accomplish what they do with a more limited language.
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