Home › Per Gregory Ch. 8 (Render Engine), the modern fr…
Per Gregory Ch. 8 (Render Engine), the modern frame submission model uses DOUBLE / TRIPLE BUFFERING of command lists for which reason?
ATo compress the texture stream by 2×
BBecause OS schedulers require it at all times
CCPU records frame N+1 while GPU draws frame N
DTo support exactly two players on split screen only
Answer & Solution
Correct answer: C. CPU records frame N+1 while GPU draws frame N
Gregory + DirectX 12 / Vulkan docs: per-frame command buffers eliminate stalls. CPU prepares ahead while GPU consumes; sync via fences / semaphores.
Related questions
Per Gregory Ch. 11 + Brendan Iribe Oculus talks, latency-sensitive systems often use a TRIPer Gregory + Acton, a POOL ALLOCATOR is typically used for objects that share which propePer Gregory Ch. 8 (Rendering), a Z-PRE-PASS renders depth-only first to do which?Per Gregory Ch. 15 (Cinematics), the SCENE GRAPH is most commonly traversed in which orderPer Gregory Ch. 13 (Networking), DETERMINISTIC simulation lets a multiplayer game replay oPer Gregory Ch. 8, HOT RELOAD of shaders / scripts in an engine works by which mechanism?Per Mike Acton + Gregory, DATA-DRIVEN design means game tunables live in which kind of filPer Gregory Ch. 7 (Game Loop), the JOB SYSTEM (e.g. Unity Burst, Naughty Dog fibers) is us