this post was submitted on 07 Feb 2024
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[–] EncryptKeeper@lemmy.world 2 points 9 months ago (4 children)

Not sure why LTT or anyone else would have thought that would even help considering simulation games like that rely heavily on single core performance.

[–] ocassionallyaduck@lemmy.world 5 points 9 months ago (3 children)

I mean... Watch the video? It uses 64 fucking cores when available. It's a heavily multithreaded game.

[–] EncryptKeeper@lemmy.world 4 points 9 months ago (2 children)

CS2 uses multiple cores for… something, but it’s a Unity game and there’s only so much you can do to avoid dependence on a main thread. Your single core perforemance is still going to be a limiting factor.

[–] deur@feddit.nl 4 points 9 months ago (1 children)

CS2 uses a design paradigm called Entity Component System, which allows for aggressive multi core utilization by splitting up game logic into self contained "systems" that operate on a subset of "Components" per "Entity". This allows for data dependencies to be statically analyzed and a scheduler to maximize CPU Utilization thanks to the better separated workflows.

It uses DOTS from Unity to accomplish this. There is a small bottleneck in communicating this work back to the game's renderer, but it is doing a lot of valuable work with all those cores.The communication with the renderer and their rendering implementation sucks right now and thats where the performance tanks.

I am very aware of how at some level there are less multicore workloads involved but a CPU core can do a metric shitload of work, it's the RAM and GPU transfers that kill performance. We dont need to blame Unity here, they are fucking this up 100% themselves.

Theres a video that explains all this but I cant find it and thats pretny annoying so whatever.

[–] arin@lemmy.world 1 points 9 months ago

Wasn't most of the frame latency caused by shaders in graphics? There was a deep dive video but i forgot the title and YouTuber