Just you.
I see. Yeh, that's fair. Full disclosure - I was wondering about async in game tech a few months ago so I wrote a little async game to test it.
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The code was much more readable than traditional game dev code, but it did take a little getting used to. I imagine another concern on high performance games might be predictability of scheduling.
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Yeah, I was going to mention perf/scheduling too. I'm working on Oculus Quest at the moment which has limited cores. I'm a little triggered by code that casually shoves expensive work into Tasks assuming it's free.
End of conversation
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