Vulkan: Don't use multithreaded rendering if buffer commands (frames in flight) is set to 1 #17831
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Let's turn it off in this particular case, as it then has no benefit (no overlapping processing), and loses by a few percent in simple benchmarking.
We'll still keep the dev option to turn off multithreading for other cases if desired, but there's not much point in exposing it more, I think - this is the one case where it's a positive.
A little bit hard to centralize the logic since it's kinda spread out between the context and render manager.
Will make it cleaner at a later point, there's some refactoring I want to do in this area.