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Have my temperatures also in the keyboard in view and as you see in the picture there is also nothing hot displayed
Normally the games are used with me anyway with all cores why not the fewer cores the worse run the games
OP is using a Ryzen 9 and yes I am using a Ryzen 7.
While I admit I'm not sure about Intel fully. I do know their newer chips with E / P cores is basically trying to do the same thing Ryzen CPU's are trying to do which is being smarter on how tasks are processed. When to speed up the clock for a certain operation and what not.
Even on Intel forcing a program to use all cores instead of letting the CPU's logic and Windows task scheduler handle core utilization in my experience and from posts on the internet over the years will almost certainly lead to worse performance and even crashes.
Random example off the top of my head... Cyberpunk 2077 at 4K RTX Performance...
On AMD Ryzen CPUS. You will notice that your best cores will always have higher utilization and a higher core clock then the worst cores. This is because the CPU is deciding how to best manage the Cyberpunk task for best performance. Just like the CPU through it's own internal tests has decided which cores run the fastest and which ones run the slowest.
If I force CP 2077 to run on all cores, the CPU's performance will be limited by the weakest cores which can't clock as high as your best cores.
Sure all your cores are being used but they are now running slower and could be using more power then need be since the worst cores need more power to reach it's max clock.
Intel CPU's with E / P cores have the same logic. Why force all your E and P cores to run full speed or at the very least faster then then need to when say only 2 P cores are more then enough.
Even if there is no noticeable temp increase, your still putting potentially unnecessary wear on the silicon from forcing it to run in a way that undermines the above logic modern CPU's have.
Hope that makes sense and if I'm wrong, someone please correct me.
So in most cases, it becomes multi-threading for the sake of multi-threading, and consequently makes bugfixing much harder.
This is a point I try put out a lot... its not that game developers are shirking some kind of responsibility to multithread to take advantage of newer hardware... its not as many tasks as people think can be usefully broken out to run in a thread.
There's a couple of things I'd like to clarify. The style of multi-threading I'm proposing is Task->Delegation and not Thread->Join. You are correct that Thread->Join performs poorly in a lot of cases outside of long running computations. This is mostly due to thread creation and join operations being extremely expensive.
The task oriented approach eliminates this overhead by creating generic task running threads once and leverages a pool for task delegation. The join operation is not needed as the completion disposition is managed by the task and not the operating thread. It has very little overhead and is the most common form of parallelism in use today (at least in the areas I work in).
The reason the main loop thread is still involved in task execution is that it provides an opportunity to determine whether any given section of the game loop warrants delegation. If the number of items to process is above some threshold, tasks are created and delegated. If not, the main thread simply processes the items inline. The delegation and reconstitution sections bracket the main thread processing and are optional.
If the main thread has finished its processing and the delegated tasks are not yet complete, it can go ahead and begin generating the next set of tasks or performing maintenance activities on other portions of the information set. It doesn't have to sit around doing nothing.
On a side note, there are other benefits to mutlithreading than just purely execution time though they can be related. Spreading the work across multiple cores can significantly reduce the overall thermal load placed on the CPU package as a whole. This can have knock-on performance benefits as you can avoid incurring thermal throttling at the individual core level.
PC specs.
5900 AMD cpu
32 3600mhz ram
RTX 3080
iw upped the "max objects" long ago to keep playing without crashes.
Done a few cleanups by editor to downsize the number of items in the game.
After reading here on that the game was only using one core. i wanted to see it for myself.
I used HWinfo to see core usage. and yes it shows core.0 as the one being used.
Then i looked into a tool to try and make the game run on more cores.
Installed Process Lasso, looked up some info on it.
Now Process Lasso is showing All 24 logical processors are in use.
i do a test, and start disabling processors available for satisfactory, the game start to tank even more and when only 4 cores are left for the game its down to 10fps from 30.
So maybe HWInfo is wrong and the game is in fact using more then one core. at least that is how it looks, by testing it.
If i disable SMT (halving processors) i get a higher core performance, but game performance goes down a little.
Next thing could be a multicore oc. to see if that adds something.
Anyways. that is what i have experienced with the game performance.
GL
That's not to say that the game doesn't leverage other threads to perform maintenance tasks or other calculations outside of the main thread. It certainly does. However, the main work to run the simulation and update the render state is single threaded.
Bouncing the process around to other cores can end up with a performance gain (even over the loss due to cache miss) if your processor cooling isn't great and the CPU begins to throttle that core due to excessive heat. Having it bounce around ensures that no single core within the CPU package gets too hot so you avoid being throttled.