Async asset loading when it’s already fast?
I imagine the answer is yes it’s still better because you don’t want ANY blocking
But basically I have a system where when you load a texture, mesh, material etc it instantly returns the next available ID for the resource and you can immediately apply it to nodes before it’s actually loaded (ie the ID points to an empty resource until it’s loaded)
So you could load in a mesh and get like MeshID(2) before it’s done loading so that by the time we go to draw to the screen it will be ready (and if not we will continue drawing the old mesh id as if we never changed it until it’s ready, so no gameplay or animation freeze)
What’s interesting though is even for big meshes, especially in release with the way I pack and retrieve them, it’s like nanoseconds to retrieve and microseconds to load
So you’d pretty much always get it loaded before the frame is over or very least the next frame
So sure it being async removes blocking in rare cases/in general (I mean you don’t want to block even for a few microseconds)
But I almost feel funny writing the docs/talking about “oh yeah don’t worry it will continue rendering the old one and any animations will continue and no freezing” but at most you’d have like maybe a 2-3 frame delay which you’d never notice anyway
Obviously I’m overthinking it but it’s more of, does the feature matter enough to talk about as a staple
Or is it more “oh yeah we load so fast that you wouldn’t have gameplay freezes anyway” lol