Mr_sukebe Posted September 10, 2017 Posted September 10, 2017 I was thinking about this the other day. We know that DCS makes use of: 1 CPU onto which it offloads audio 1 CPU which handles everything else in game In multiplayer, a dedicated server controls the logic of what's going on, units etc, and all we do as players is connect to that, with our own PC handling the graphics, local commands etc. To me, that implies that The logic of the work for the server can be handled independently, just as long as you can connect to it If we're playing offline, that our own PC is handling both the server logic and the game logic within the same single CPU Linking the above all together, that would imply that it might not be that difficult to have our single "DCS game" CPU workload split between 2 CPU cores, which you'd rather expect to improve the game's performance. What about it ED, does that hold water and is it fairly easy to do? 7800x3d, 5080, 64GB, PCIE5 SSD - Oculus Pro - Moza (AB9), Virpil (Alpha, CM3, CM1 and CM2), WW (TOP and CP), TM (MFDs, Pendular Rudder), Tek Creations (F18 panel), Total Controls (Apache MFD), Jetseat
Buzzles Posted September 10, 2017 Posted September 10, 2017 Already on the cards. Can't be bothered to find c0ff's post again, but ED are planning (long term) on moving to a client-server internal architecture for DCS. Fancy trying Star Citizen? Click here!
98abaile Posted September 11, 2017 Posted September 11, 2017 What would be really good is if DCS could use a headless client like Arma for controlling all the AI.
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