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It's part of the patch not the DLC. This is really potentially huge.
One specific thing that is one of the biggest bottlenecks is, yes, to my understanding.
massive colonies is the dream!!!!
Did he do it with a comparison with 1.4? On my PC with the current version, without mods, I can also replicate that same thing without any issue. 150 colonists mining/chopping/deconstructing/hauling the entire map is still above 360 TPS at game start.
It's been multithreaded for many years. New things are threaded with most major updates. Typically the intent is to maintain performance to allow new content and systems to be added without slowing things down.
He said it seemed a lot smoother than before, and also tested on an old and very busy save that also seemed remarkably improved.
You could see for yourself, but the stream is still going so I can't give a timestamp.
Unless i am mistaken he said that the reduction in performance has moved from game ticks (effecting the pawns and their behavior) to FPS (effecting how smoothly your camera moves and stuff of that nature instead). If that is a improvement or not is subjective, it depends on what you prefear.
Considering how Old the Basecode for the Game is. This was likely an Insane amount of Work which I never expected them to actually do.
But hey. If this is what I think it is then I am Happy to have been Wrong.
Having Pawn Calculations on a different Core has the Potential of Literally Doubling the Number of Pawns one can Run Properly.
Partially.
Its still a Far Cry of True Multithreading. As that would mean that the Game Actually uses 4-8 Cores to Distribute almost all of the Games Processing Requirements.
While this Update basicly just pushes some Requirements to a Different Core.
But just this Single Part (Which is one of Biggest Performance Draws in the Game) being Delegated to a different Thread could Literally mean that we can have Twice as many Colonists before things get Laggy.
Which is BIG.