I send a series of logic to the rendering thread through enqueue in the game thread, and call the compute shader to perform some physical calculations.
Then I will write the result of the calculation to the rendered buffer. Due to calling FlushRenderingCommands, the game thread will be blocked by the rendering thread, resulting in slowdown. Removing the FlushRenderingCommands will cause wrong render results again. Is there a way to make the result render correctly without calling FlushRenderingCommands.