zgrssd -> RE: Turn Processing time (6/11/2020 10:59:32 AM)
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quote:
ORIGINAL: Stelteck I'am not even sūre what is the bottleneck. I tried to run the turn using the ressource monitoring, and hardly ever got above 50% of CPU occupation on any processor. Did not identify also much disk access. Maybe the ressources are here but the process of the game do not use them for whatever reason. It could be as simple as some configuration parameters that can be optimized. It could be that you CPU measurements are running into hyperthreading. Wich is a fancy way of saying "we got 2 queues/virtual cores for each physical Core". If 2 are taxed out exactly 100% together, you are looking at the virtual cores instead of the physical ones. The Disk as bottleneck I exlcuded, as the game is 700 MiB in size - that is not a lot of things to load. Indeed, you propably want to load the whole game directory into memory asynchronously, just to eliminate that completely. That only leaves the Memory as bottleneck. Wich given the sheer amount of detail on each subunit, would actually be possible.
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