Multithreading in games is much more difficult because you not only have to make sure, everything is synchronized, but also that everything finishes in time. It’s a bit like a RTOS in that regard. Using a known and fixed amount of threads can be a sane choice.
I’m programmer myself and I understand that it’s not simple even though you can use blocking or protected collections.
I’m referring to a situation where the programmer made a function multithreaded but hard coded creating only 4 threads “to fully utilize a 4 core cpu”
Multithreading in games is much more difficult because you not only have to make sure, everything is synchronized, but also that everything finishes in time. It’s a bit like a RTOS in that regard. Using a known and fixed amount of threads can be a sane choice.