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CPUCORES

CPUCORES

Postby epsilonion » 06 Dec 2016, 15:44

I wonder if this is any good, its good idea but I dont know..

Saying that I have a 8 core processor and well I recon not many get used
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Re: CPUCORES

Postby epsilonion » 06 Dec 2016, 15:57

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Re: CPUCORES

Postby TattieBoJangle » 06 Dec 2016, 16:01

not sure about this one :lol: it would be easy to make a program to max out your cpu cores so it looks like its working but to give you more fps would need to see it to believe it. Also when I play a game it can be 6-7 hours at a time so the cpu at max all that time cant be good for it.

Just find it hard to believe :lol: if you get 30fps in a game with the gpu doing most of the work I don't see how cranking the cpu up 100% would do anything its not like the program can unload anything to the cpu as that would need to be done engine side when the game was being made.
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Re: CPUCORES

Postby epsilonion » 06 Dec 2016, 16:12

I totally agree with you there..
I know what limits me its my hard drive been maxed (slow drives).
I have got it, might help with some programs I use will wait and see..
Not holding much hope though lol
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Re: CPUCORES

Postby lordalmighty1 » 06 Dec 2016, 16:52

I was looking at this on steam lastnight actually... but I don't know if its anything to use or not checked out the forums threads on % gain and wasn't to impressed with some of them.. arc survival evoled boasted an 18% increase in fps which tbh and fiar is nothing special even if you getting 100 fps before program is used you would only gain 18 fps, if you getting something like 15 fps what is the point in 2-3 fps gain lol?!! its nothing wouldn't be a game changer that's for sure
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Re: CPUCORES

Postby SolarPortal » 06 Dec 2016, 16:58

righto, i might be able to help on this one.

Games can be either CPU bottlenecked or GPU bottlenecked and both are completely different, however having a cpu bottleneck can cause stalls to the GPU and vice versa.

What i mean is that if your code is running 100% on CPU and you decide to upload to the GPU from code, then it can only upload at the speed of what the CPU has free.

On the flipside, if you are GPU bottlenecked and you need to edit vertices or information on the GPU and this has to be done on the CPU, then for the GPU to download the data for the cpu to edit it can also cause a stall.

These stalls you usually see in engine by popping or stuttering of frames.

Gen2 runs the rendering on all threads, as many available which means more entities in the scene can be processed in the renderer faster however, skyline's main update loop is not yet multi threaded so we have to update all in 1 thread, followed by multi threading on the renderer. This will eventually change and we do have plans for it :)

Ideally, we want the 1st core to be a render only core, then have a second core used for AI and another for physics. You get the picture :) But the biggest problem with multithreading is the race condition where 1 thread is dependant on another thread that has not completed yet... :D

Im not sure how another bit of software is going to optimise another application or game allowing you to use the cores more efficiently.
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