throwwyacc

joined 1 year ago
[–] throwwyacc@lemmy.world 1 points 10 months ago

Potentially suggests, but does not prove And I'm quite skeptical they they truly have an example of a game that is running 100% on all 8 cores, high maybe but 100%?

[–] throwwyacc@lemmy.world 5 points 10 months ago

I'm a software engineer. And yes multithreading is difficult, just slapping on async isn't necessarily going to help you run code in parallel

Think about the workload a game is using, you have to do most calcs on a frame by frame basis and you tend to want effects to apply in order. So you have a hard time running in parallel as the state for frame 1 needs to be calculated before frame 2. And within frame 1 any number of scripts can rely on the results of another, so you can't just throw threads at the problem You can do some things like the sound system but beyond that it's not trivial

[–] throwwyacc@lemmy.world 8 points 10 months ago (3 children)

You'd need to look at the actual implementation, it's hard to speculate from a tiny amount of data. What game are you referencing?

And as someone who has done multi threaded programming I can tell you that for games it is unlikely that they can just add more cores. You need work that truly can be split up, meaning that each core doesn't needs work to do that doesn't rely on the results from another core

Graphics rendering is easy for this and it's why gpus have a crazy number of cores. But you aren't going to do graphics compute on the cpu