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@skade@hachyderm.io

2025-11-30 08:01 UTC

@msfjarvis@androiddev.social @yosh@toot.yosh.is https://web.archive.org/web/20210425095523/https://www.cs.mun.ca/~wlodek/ Is the archived website of our professor back then. At a quick glance, I think this paper seems to discuss most of it. https://scispace.com/pdf/modeling-and-performance-analysis-of-priority-queuing-3g6mmrdnxh.pdf Like, this seriously informed my intuition for network applications, which was my career before Rust :).

Replies (1)

  • @aeva@mastodon.gamedev.place 2025-11-30 10:21

    @skade@hachyderm.io @msfjarvis@androiddev.social @yosh@toot.yosh.is as it happens dynamic resolution scaling and similar systems in video game rendering also work like that. 100% GPU load causes everything to go to hell (frame drops and worse) so we try to find setpoints that get us within some threshold below that. I don't remember what the magic % ended up being for the games I've worked on, but we try to run as close to the wire as we can and still have a stable cadence.

    Open ##2506781