In today's blogpost, I'd like to do something radically different: I'm going to ask you a question . I know that quite a few of the visitors of my blog are hardcore programmers, and since I have a complex situation for which I would like to improve the performance, I figured I could ask for advice here! :) The problem is pretty complex, though, so I figured a short blogpost would be needed to really explain it. In short, this is the question: What is the most efficient way to synchronise renderable objects between the game thread and the render thread? There are a couple of subtleties you need to know to answer this for our situation, though. Let me start with a scheme that shows the approach to threading in the Ronitech (our in-house multiplatform 2D engine), as we use it in Awesomenauts on the Xbox 360 and Playstation 3: This works fine and we managed to get 60fps on console this way. However, the copying phase takes relatively long, so I am still wasting a lot of perfor...