3/3/2023 0 Comments Supcom Core MaximizerUnfortunately the game was not tuned with this kind of thread freedom expected on core 0 and when the render thread is allowed more freedom to the CPU time having huge benefits, the sim code slows down for internal reasons unknown. This is due to the nature of how GPG's two major threads work together in concert, Sim and Render. There is a slight side effect where the sim runs a little slower. It also works around an issue where the game randomly starts up with unusually bad performance (likely due to threading issues). Sound crackles that were caused by threading issues go away. It makes the game more fluid and responsive, especially when zoomed in. It will lengthen the time you can play before the game eventually slows down (every CPU has a limit). Sometimes the benefit is huge, especially late game. The impact for skirmish play is always beneficial for any multi core or hyperthreaded CPU. Most benefits of the tool begin when normal SupCom would usually use all of a particular CPU core, reaching 100%. This is explained in detail in the multithreading topic I started. This causes performance limitations especially with rendering as well as choppy sound, etc. Normally with SupCom, the first CPU is oversaturated and their are multiple threads that fight for resources on that core. The Core Maximizer improves the splitting of threads of SupCom across available CPU's for multi core or hyperthreaded processors. I wanted to make a seperate topic here for the tool, something I should have initially done. Scale and I can't play it that way without the core maximizer.My original topic on multithreading, where this tool was first introduced for testing, wasn't really supposed to be about the tool primarily, but it turned out to be. To split of the simulation part of supcom on. Avatar-of-War Posts: 296 Joined:, 18:03 Has liked: 0 time Been liked: time FAF User Name: ToejamS. It might not be entirely correct but the spirit of it is. Take this with a pinch of salt, this is what I have worked out after years of staring at taskman, running perftest with and without maximiser. Basically, this game is quite poorly coded to take advantage of multithreading. Some things, such as ai or sound or pathfinding or something are used on other threads but these generally are not using the max cpu time. Fa does use more than one core but you will find the first core is the one that maxes out natively. If, however you have other apps using some percentage of the cpus first core, spreading the program over several core will show an improvement. So regardless of the number of cores it will essentially only use the power of a single core as that is the limiting factor. One operation cant start until the previous operation is complete. If you open taskmanager and change the affinity of the program it will achieve the same result.
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