Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Kazan on November 14, 2006, 02:54:19 pm
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has anyone worked on 64-bit compat and multi-core cpu compat for fs2?
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It's already 64-bit compatible, under Linux and OS X at least. Some more Win64 issues will be solved in my next commit, but I still don't know if anyone has actually tried to compile it under Win64, or whether it actually works if it does compile.
And everything should work fine at this point on multi-core CPUs, I fixed the only know issue(s) a while back.
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is it optimized for 64-bit + multicore, or just compat?
i just ordered the parts for an Athlon 64 X2 4200+ system - so i'll have to acquire a newer version of MSVC, etc
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To the best of my knowledge, it works just fine with multicore 64 bit systems.
I have an Athlon 64 X2 4400+ and fs2 works just fine.
If there's something i'm not aware of here, please excuse my being a newbie... :)
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It's just compatible with it, I don't think theres been any optimisation of it yet, at least as far as I'm aware.
I bet this new computer is giving Kazan motivation to try it though ;)
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The compiler should optimize it to some/most extent for 64-bit, but getting much more than that will require asm, and that isn't likely to ever happen. And of course Win64 and Linux64 optimizations are different since Microsoft went with LLP64 instead of LP64 like most other 64-bit (*nix) platforms. Optimizations that would work best for Linux64 wouldn't be much good for Win64, and vise versa. I have made some general 64-bit optimizations, but only a very few of them. Until the various 64-bit platforms can each be properly tested for every change (and until I get the type situation a little more sane with the platform upgrade for 3.7), it's just not a good idea to do too much in the way of optimization yet.
It's only multi-core optimized to an extent, events/input and music and various bits of sound handling operate in a separate threads, and so get the benefit of the extra core(s). At some point I think that AI and/or physics and/or collision stuff will become multi-threaded. Currently too much of the code just isn't thread-safe though.
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I always though geometry sorting would be an awesome thing to run in a separate thread.