Traditional graphics libraries such as OpenGL are single threaded meaning only one thread can talk to the GPU at one time. This has changed with Vulcan which has multithreading built in.
If most of your code is about rendering, introducing multiple threads into the mix would only add complexity, and that is something you want to avoid at all cost in software projects.
It is common to offload other non-graphical tasks to other threads, and modern game engines have more modern paralell architectures that will better take advantage of multithreaded hardware.
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