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Hosted Projects - FS2 Required => Blue Planet => Topic started by: Sovergein on January 20, 2013, 07:30:42 am

Title: Multicore support in blue planet
Post by: Sovergein on January 20, 2013, 07:30:42 am
Hello. I need help and advice. I have intel i3 2120 (3.3 GHz 2 cores - 4 threads) and when I play so there is only one cpu core extracted at 100%. Remains at the core are zero. Blue Planet actually supports multicore support? If yes how can I reconfigure or change my work to all core cpu. I read several forums where they have some solutions to overcome this problem but without success.
I will be very grateful for some good advice or assistance that will 100% work. Thank you.
Title: Re: Multicore support in blue planet
Post by: The E on January 20, 2013, 07:33:28 am
No, the engine does not support multithreading at this time.
Title: Re: Multicore support in blue planet
Post by: Sovergein on January 20, 2013, 08:08:57 am
It will do well as support for multicore processors sometime in the future? Thank you for your reply. Although I was unhappy but at least not worry different settings CPU :)
Title: Re: Multicore support in blue planet
Post by: The E on January 20, 2013, 08:15:11 am
There are no concrete plans to incorporate multithreading at this time.
Title: Re: Multicore support in blue planet
Post by: Trivial Psychic on January 20, 2013, 11:17:27 am
FSO isn't even optimized for 64-bits yet.
Title: Re: Multicore support in blue planet
Post by: headdie on January 20, 2013, 12:14:41 pm
feedback from the coders on the subject is that it would require a massive effort to adapt the code to support multi cores.

Unfortunatly one of the issues inherent with 12-13 year old game engines
Title: Re: Multicore support in blue planet
Post by: The E on January 20, 2013, 12:40:08 pm
FSO isn't even optimized for 64-bits yet.

Multithreading and 64-bit support have nothing to do with each other. From my POV, 64-bit support is a bit of a red herring anyway, I for one haven't seen a need for the extended memory space yet.
Title: Re: Multicore support in blue planet
Post by: Trivial Psychic on January 20, 2013, 05:51:16 pm
I wasn't suggesting that they were related, but they are both methods of CPU-based software acceleration enabled by how the software is coded.  I understand that re-coding FSO to be multi-threaded is hardly a simple undertaking, but considering how many freeware applications available on the net can be downloaded in 32-bit and 64-bit versions, I conclude that doing a 64-bit conversion is less of a job... though as stated, with questionable performance gains.  That's why when the proposed multi-threading was shot down, I pointed out that something less trivial hasn't even been implemented yet.
Title: Re: Multicore support in blue planet
Post by: The E on January 20, 2013, 05:55:45 pm
The thing is though, x64 support is not really planned because there's no real need for it. Multithreading, on the other hand, is being looked at.
Title: Re: Multicore support in blue planet
Post by: Trivial Psychic on January 20, 2013, 06:03:45 pm
Was I correct in my assumptions as to the difficulty involved?
Title: Re: Multicore support in blue planet
Post by: Crybertrance on January 21, 2013, 07:13:41 am
Was I correct in my assumptions as to the difficulty involved?

Id imagine implementing multi-threading to be quite tough and time consuming...especially since the Freespace Engine is such an old one. But, saying that, the performance gains are quite substantial  :P especially in collision-detection.
Title: Re: Multicore support in blue planet
Post by: Echelon9 on January 22, 2013, 03:37:41 am
The thing is though, x64 support is not really planned because there's no real need for it. Multithreading, on the other hand, is being looked at.

We've had 64bit support on Mac and Linux for some time. Works fine, but performance gains aren't really the intention of doing so.