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I hope it's only the first step and they multithread more of the game.
But it's only the drawing, not the AI, etc.
I mean yes ... but also no?
If 80% is on one thread and the other remaining 20% is on a second thread, is that really multi threading? I mean yes but also no ... because when we imagine someone saying multithreaded, they're really imagining like 20% of stuff on thread 1, 20% of stuff on thread 2, etc.
If I google if Rimworld is multithreaded I get results like this where people say that Rimworld lacks multithreading.
https://www.reddit.com/r/RimWorld/comments/18918xd/rimworld_desperately_needs_multithreading/
https://steamcommunity.com/sharedfiles/filedetails/?id=2222907981&searchtext=Rimthreaded
According to them it greatly increases the performance.
Yes, people don't understand multithreading. You can say you want more to be threaded, but you're never going to get an even utilization of all cores. Many things in a game like this need to be done in sequence, which is why it's pawn rendering getting threaded this time and not, for example, pawn ai.
I need a source where the developers say they introduced multithreading.
Btw. as a Software Engineer I can promise you that we can multithread much stuff.
Some stuff is also even faster if we offload it on our GPU's to run in parallel.
It just needs a bit more thinking about thread synchronisation, preventing thread starvation and probably switch to a better programming language / framework.
An example for the latter would be that it's far easier to write multithreading code in kotlin than in java.
it's always been multithreaded to some degree, it's Unity. AFAIK sound and UI have always been threaded. New things have been threaded over the years as needed. The mote system was threaded in 1.3, character rendering in 1.5, these are both in update notes. Some degree of threading was added to mod loading during one or two updates, I don't recall which ones. I believe some element of plant ticks were threaded in 1.4 which caused a huge number of issues with plants for a while but that wasn't documented.
Rimworld is as easily moddable as it is because it's in pretty, unobfuscated, freely-decompilable C# and using Unity. I don't see that changing.