Author Topic: Multicore support in blue planet  (Read 1499 times)

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Multicore support in blue planet
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.

 

Offline The E

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Re: Multicore support in blue planet
No, the engine does not support multithreading at this time.
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Re: Multicore support in blue planet
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 :)

 

Offline The E

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Re: Multicore support in blue planet
There are no concrete plans to incorporate multithreading at this time.
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Offline Trivial Psychic

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Re: Multicore support in blue planet
FSO isn't even optimized for 64-bits yet.
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Offline headdie

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Re: Multicore support in blue planet
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
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Offline The E

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Re: Multicore support in blue planet
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.
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Offline Trivial Psychic

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Re: Multicore support in blue planet
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.
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Offline The E

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Re: Multicore support in blue planet
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.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
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I really need lifе to touch me
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Offline Trivial Psychic

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Re: Multicore support in blue planet
Was I correct in my assumptions as to the difficulty involved?
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Offline Crybertrance

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Re: Multicore support in blue planet
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.
<21:08:30>   Hartzaden fires a slammer at Cybertrance
<21:09:13>   Crybertrance pops flares, but wonders how Hartzaden acquired aspect lock on a stealth fighter... :\
<21:11:58>   *** The_E joined #bp [email protected]
21:11:58   +++ ChanServ has given op to The_E
<21:12:58>   Hartzaden continues to paint crybertrance and feeding the info to a wing of gunships
<21:14:07>   Crybertrance sends emergency "IM GETING MY ASS KICKED HERE!!!!eleventy NEED HELPZZZZ" to 3rd fleet command
<21:14:50>   Hartzaden jamms the transmission.
<21:14:51>   The_E explodes the sun

 

Offline Echelon9

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Re: Multicore support in blue planet
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.