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Support of multi core CPU
#341634
09/18/10 21:33
09/18/10 21:33
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Joined: Jul 2006
Posts: 40 North Europe
DeepReflection
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OP
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Posts: 40
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Hi,
Just to complete the picture, R.L. drain most of my time and I might have missed this completely but the last time I made an empiric test, only one CPU of a quad was 100% used. With the A8 and all other updates do this engine take advantage of multi-core CPU? You know i3 i5 i7 and similar babies?
I tried to find out in the release documents and on forum but to no vain. If truly A8 take advantage of multi core CPU it should be mentioned. Otherwise the conclusion is no! Can this in a polite way be confirmed? For sure if not supported this would require a more or less remake of the core and if so is this planned?
Please enlighten me of the current state of business.
Whoever has the gold makes the rules.
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Re: Support of multi core CPU
[Re: DeepReflection]
#341641
09/18/10 22:38
09/18/10 22:38
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
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Serious User
Joined: Aug 2009
Posts: 1,438
Spain
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I think gamestudio is in 32-bit, not 64-bit, so it doesn't take advantage of the multiple cores, except the map compiler, which uses all the cores you have in order to build the level faster.
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: Support of multi core CPU
[Re: painkiller]
#341644
09/18/10 22:53
09/18/10 22:53
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Joined: Jul 2006
Posts: 40 North Europe
DeepReflection
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I appreciate you're reply but my question is not whatever related to 32 or 64 bit space. That is more of can Game studio take advantage of more than 4 Gig of memory?. My question is if it capable to utilize more than one core to calculate and run core tasks at ounce?
Whoever has the gold makes the rules.
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Re: Support of multi core CPU
[Re: SchokoKeks]
#341665
09/19/10 09:03
09/19/10 09:03
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
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Expert
Joined: Apr 2007
Posts: 3,751
Canada
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Yes, when using your own threads, stay away from every engine function that creates something. Or at least perform those operations on the main thread.
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: Support of multi core CPU
[Re: WretchedSid]
#341681
09/19/10 11:15
09/19/10 11:15
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Joined: Jul 2006
Posts: 40 North Europe
DeepReflection
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OP
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Thanks for the info, it helps when you have a key word to search with, however the plugin seems not available anymore, i got 403 forbidden on that site. Multithreading plugin Slin mention that it can be done in another way, is this documented somewhere? Also I got the feeling you need to make something in c++ to get a go with this technique?
Whoever has the gold makes the rules.
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Re: Support of multi core CPU
[Re: DeepReflection]
#341683
09/19/10 11:22
09/19/10 11:22
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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no, can be done in lite-c only, for docs check msdn for threaded programming, CreateThreadEx etc.
3333333333
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Re: Support of multi core CPU
[Re: jcl]
#341794
09/20/10 16:24
09/20/10 16:24
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Joined: Jul 2006
Posts: 40 North Europe
DeepReflection
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OP
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Joined: Jul 2006
Posts: 40
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Thanks for the clarifications, this seems to be the way to go. A pity it seems the example from this thread again is unavailable boost up you game... (use multithreading!)Very well, at least I see a workable path to make full use of the CPU, and not let some Cores stay idle...
Whoever has the gold makes the rules.
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