I'm using MonoGame, but this is related more to winrt async and IO, so please don't redirect to gamedev.
I want to load game content asynchronously so that I can update the progress of a loading screen. I placed each ContentManager.Load call inside a Task and then inside my BeginLoading method, I just iterate over all of the tasks and start them in one shot.
This seems to work from my testing so far, but my question is whether or not this scales.
If I add 100 assets for async, this will spin off 100 tasks that will read from the disk al at the same time. Does WinRT scale like that?
In fact, should I just limit the number of tasks to the number of cores/physical treads? Or should I just have only one active Task altogether?