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Initial terrain generation is spending 46% of the total (non-idle) time -[GSLightingBuffer saveToFile:]. This is probably responsible for a recent increase in the number of threads used by GCD too. That is, the number of threads is blowing up because a queue gets blocked on I/O.
Dispatch I/O is the best solution for this sort of problem.
The text was updated successfully, but these errors were encountered:
Initial terrain generation is spending 46% of the total (non-idle) time -[GSLightingBuffer saveToFile:]. This is probably responsible for a recent increase in the number of threads used by GCD too. That is, the number of threads is blowing up because a queue gets blocked on I/O.
Dispatch I/O is the best solution for this sort of problem.
The text was updated successfully, but these errors were encountered: