Comment Re:buzzword overload (Score 5, Insightful) 44
The interview (as opposed to the article) is at least a little more interesting.
There is nothing fancy here but he is trying to explain about the distinction between between running five tasks at once (a classic "threading" model), and splitting one task into five work units.
Many common threading models in video-game engines do not reduce latency; eg, "render thread", "audio thread", etc. You get a big win from doing two or three threads, but after that your physics takes an entire frame, or your rendering takes an entire frame, and you bottleneck. No matter how many more CPU cores you throw at it, those fixed number of threads are not getting any faster.
Nine women can't deliver a baby in one month, etc etc.
Hardly groundbreaking, but still a nice achievement given the state of most video game engines out there today. Burnout Paradise runs at 60hz with very low latency between input and screen. That's worth some kudos.