As the post says, I really want to see better and more usage of my 12 CPU threads. I'm not sure if they're gonna do a whole engine rewrite or not, but having their games limited by not having the processing power to add certain features is a bummer.
They also can't take it too far. After all, 12-thread computers aren't exactly universal yet.
I have been doing programming at uni and while we have done very little of it my understanding is this so people correct me if I am wrong but threads do not equal cores, a thread can only run on one core but a core can run many threads. Meaning once what is split into threads the actual amount you have is more or less irrelevant.
List<Task> tasks = new List<Task>();
tasks.Add(Task.Factory.StartNew(() => { /*Do some work here*/ string poop = "everybody does it"; }));
tasks.Add(Task.Factory.StartNew(() => { /*Do some work here*/ string steak = "its whats for dinner"; }));
tasks.Add(Task.Factory.StartNew(() => { /*Do some work here*/ string ck2 = "desires better alliance"; }));
tasks.Add(Task.Factory.StartNew(() => { /*Do some work here*/ string aliens = "i'm not saying its aliens"; }));
tasks.Add(Task.Factory.StartNew(() => { /*Do some work here*/ int boobies = 8008135; }));
Task.WaitAll(tasks.ToArray());
Task.Factory.StartNew(() => { /*Do some work here*/ string bastardo = "Are you my dad?"; }, TaskCreationOptions.AttachedToParent);
They also can't take it too far. After all, 12-thread computers aren't exactly universal yet.
Sengoku had some multithreading. HOI3 beginning from FTM and V2 from AHD.
I think this really should be left for the developers themselves. They know if they want and where to apply multithreading. It's not a magical performance boost switch after all.
We should concentrate on complaining about general performance whenever it's needed.
V2 vanilla was agonizingly slow later on (and when rearranging large stacks). AHD soothed that ache. Probably not only due to inclusion of multithreading.
Since MT has already been introduced into Clausewitz, it's quite safe to assume that further developed 2.5 (EU IV) will include as much or more of it.
I have been doing programming at uni and while we have done very little of it my understanding is this so people correct me if I am wrong but threads do not equal cores, a thread can only run on one core but a core can run many threads. Meaning once what is split into threads the actual amount you have is more or less irrelevant.
This just makes me aware how outdated my gaming PC is![]()
Now I don't know wtf it loads even though I've seen the loading screens for probably half the time I've been alive, but lets just say they are 12 things that happen in same thread that could be happening at the same time, and they average about 10 seconds each with the longest taking 15 seconds.
I think this really should be left for the developers themselves. They know if they want and where to apply multithreading. It's not a magical performance boost switch after all.
A bit difficult if the game does not use the .NET runtime.They should rewrite using .net 4.0's Threading library. It does the thread stealing and stuffs.
This is only a tiny bit true. When I upgraded to Intel 520 series drives in Raid 0 it still takes a lot of time to load. Far longer than loading even the entire game folder into RAM alone would take. This is with 500MB/s+ random io reads and near 0 access tims.The load time of PI games is way more limited to hard drive acces speed, duue to thousands of small files, so unless you "multitread" the HDD accec, load time will stay same even on 100500 core computer.