Increased multithreading

3 hours ago

I'm highly lag-tolerant, so on my current world, I've gotten a pretty consistent 10-15 FPS with frequent dips to 5 or so lately. This chart seems to explain why:

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I've read in Captain's Diaries that the pathing system lives on its own thread, and that's great- lag spikes are almost never caused by a mass-demolition order causing 200 trucks to start searching for a path across the entire map, or a half-dozen excavators checking to be sure they can't reach any of the 200 nearest surface-contact designations before traveling into the distance to get the ones they can reach, it just takes them a while to find one they can reach. But again, no lag spike. And that's great.

But this chart indicates that a portion of my several-core CPU is pegged to max, while the rest is basically idle. While that means that the rest of the system is still perfectly responsive while the game is running (since so much of the CPU is more than bored enough to take care of, say, my web browser), this suggests that COI has two, maybe three threads performing significant processing (my guess: Sim, path, render. One or more of them evidently has more work to do each second than a single core can handle.). How plausible might it be to increase the game's multithreading, so as to better take advantage of the high core counts of modern processors? Especially AMD processors, which tend to have lower per-core processing speeds than the Intel competition, but greater core counts.

Edited 3 hours ago
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