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Epidemi

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  1. Hi, I have been looking for multi-core information about DCS World too, mainly because back when there was only DCS: Black Shark, at some point it was recommended to manually set the affinity to all CPU's to improve performance. However, EtherealN confirms that multithreading support is limited to running the sound engine on it's own thread: This means that any attempt to "force" DCS World to run on other cores, as some members here suggest, is bound to fail. For an application to run on multiple cores, it must run on multiple threads. For an application to run on multiple threads, it has to be designed as such. This means that the application architecture must support this. The application (DCS World) would have to divide work, allow other threads to process parts of this work, reconnect the outcomes of these threads and also allow threads to communicate to exchange data and to not interfere with each other (for instance, you don't want threads to overwrite each other's data). It is like requesting from a train that all odd cars are rerouted to another station. It can't be done unless you take the entire train apart and re-arrange the cars so they are grouped by destination :) My point is, don't spend too much time trying to force DCS World to run on multiple cores. If it wasn't designed that way (like EtherealN is suggesting), then it won't work. We can only hope the developers have multithreading support for the main simulation loop and for the rendering loop on their roadmap somewhere.
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