zgrssd -> RE: 1.09 CPU benchmark (6/3/2021 1:07:58 PM)
|
quote:
ORIGINAL: Zanotirn Multithreading mainly creates issues when processes on different cores work with the same data. However the bulk of game's turn calculations are calculating fronts, and those are largely neatly separated. The game should be able to split the fronts, and process each on separate core. If the outcome of one affects another it would need to dump the preliminary result and recalculate on the main core, but on average you'd still get significant time savings. Plus it can independently calculate things like population changes and construction for each nation (again dumping results if required based on effects of battle resolution). That being said, adding this kind of multithreading support would require extensive code changes, and I'd say the game has other higher priorities right now) As the AI might have to redeploy troops from one front to another, they always interact. They are not pleasingly paralell. Without knowing how a "AI Front" is even defined, it is impossible to say if they are truly seperated. And then front processing might not actually be a large part of the AI turn. Only one AI after the other can act, that is the primary limiter of multitasking. Given the exponential scaling of AI turn processing as the planetsizes and number of Regimes increases, I doubt the fronts are a huge drain. But we would need actuall statistics to even guess where the issue lies and if it is a relevant issue worth spending effort on.
|
|
|
|