Post 9kW4Q9d51dxwvv0erQ by willywonkball@linuxrocks.online
(DIR) More posts by willywonkball@linuxrocks.online
(DIR) Post #9kW4Q9PbpjBsG8htrc by OpenComputeDesign@linuxrocks.online
2019-07-04T17:47:24Z
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I think games would take much better advantage of high core counts if they took a haiku/BeOS approach to multithreading. For goodness sakes! It always comes as a complete surprise to game devs when a new higher core count CPU releases. And it often takes them years to catch up. If they really can't figure out how to take advantage of those cores, they should just add more ACTUAL simulation. Predetermined break points are cool and all, but things breaking one way is only interesting for so long.
(DIR) Post #9kW4Q9d51dxwvv0erQ by willywonkball@linuxrocks.online
2019-07-04T18:50:35Z
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@OpenComputeDesign its not so much that they cant its more that most games take many years to build so often the tools are build for next gen hardware of 4 to 5 years ago.
(DIR) Post #9kW4Q9uRz3rPnn8Ww4 by OpenComputeDesign@linuxrocks.online
2019-07-04T19:45:51Z
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@willywonkball True, but much of that time is for story writing, laying out a design, and making game assets like 3d objects and textures. So tweaking the engine for more cores shouldn't hold back development that long. Also, the main point of my Toot was that they should know by now to think ahead a bit and build in support for more cores than are currently available in consumer CPUs. Hence my suggestion that they use the Haiku/BeOS approach. In BeOS, just about every thing was it's own thread.
(DIR) Post #9kW4QA8d8LCeVllr2O by architect@linuxrocks.online
2019-07-04T19:49:18Z
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@OpenComputeDesign @willywonkballAlso, the engines those games are built on can transparently improve most games by having better SMP/SMT support. It'd probably have to be at least semi-modular, but most things run on AMD64 under a UNIX like OS (in particular, FreeBSD) or on Windows, so simply having an optimized pthreads or similar library can provide huge benefits.