Panzerlang Posted December 19, 2024 Posted December 19, 2024 I'm guessing this is a new item in W11 24H2, 'Game Bar'. The picture says most of it. Unfortunately the screenie doesn't capture the DCS FPS window but that, as always, was giving the "CPU Bound, Main Thread" message, in mostly red but sometimes yellow. Meanwhile the Game Bar window (have to alt-tab to see it) shows CPU at 37%. I'm assuming the Game Bar app is functioning correctly. On the up-side, this Game Bar has a video capture function and I could see no sign of it sucking resources that impacted visibly on the game. It records from the VR one-eye monitor output though, so the resolution isn't great. Other great news, the Mig21s that used to stutter past me while taxying are now almost totally stutter free. I think the fresh W11 install has fixed a lot of issues. But back to the main issue and what is my dumbass missing here? CPU at only 37% while the game is running (not paused) but DCS says "CPU Bound"? Eh? Whut?!
Panzerlang Posted December 19, 2024 Author Posted December 19, 2024 And here's the real head-fk...the 13900k has FIFTEEN PHYSICAL CORES, running at 5.5ghz (native, not OC'ed). DCS is multi-threaded so it has access to all of them. Meanwhile, over at IL2 Great Battles, one core and no stutters. A less demanding engine but whut? The DCS engine is fifteen times + more demanding? Or is it a component on all motherboards that simply cannot channel fifteen cores' worth of data sufficiently well enough?
Dangerzone Posted December 19, 2024 Posted December 19, 2024 (edited) 37% could still have a single core running at 100% and this could be the bottleneck. Check individual CPU’s. If one is running maxed out, then that thread is going as fast as it can and you’re cpu bound. Just because you have many cores doesn’t mean DCS can utilise them all simultaneously. Multithreading is a complex tasks that still has individual threads bound to a single cpu, and it doesn’t mean that all cores are used by default. It still needs to be redeveloped not by bit to take advantage of those cores, and even then 15 cores doesn’t mean 15x speed. Thus DCS benefits from individual clock speed more than extra threads that can’t necessarily be all used. Edited December 19, 2024 by Dangerzone 2
Panzerlang Posted December 19, 2024 Author Posted December 19, 2024 2 hours ago, Dangerzone said: 37% could still have a single core running at 100% and this could be the bottleneck. Check individual CPU’s. If one is running maxed out, then that thread is going as fast as it can and you’re cpu bound. Just because you have many cores doesn’t mean DCS can utilise them all simultaneously. Multithreading is a complex tasks that still has individual threads bound to a single cpu, and it doesn’t mean that all cores are used by default. It still needs to be redeveloped not by bit to take advantage of those cores, and even then 15 cores doesn’t mean 15x speed. Thus DCS benefits from individual clock speed more than extra threads that can’t necessarily be all used. Yeah, I kind of figured the readout is probably not worth the code in which it's written. I'll run resource monitor in the background and see if what you say is on the money (I expect it will be).
Hiob Posted December 19, 2024 Posted December 19, 2024 DCS Multithreading is currently task specific. Meaning, you have one main render thread that provides the raw data for the GPU, then - and this is the "new" part - you have all tasks that can meaningfully be separated, like AI computing, sound, maybe weather, systems (radar and stuff), excluded from the main render thread and on their own dedicated threads. That relieves the main render thread a lot, but still leaves it as the bottleneck for fps. Especially in VR. Afaik DCS can take profit from 6 cores at once at best, maybe 8, but not more than that. And the caveat above applies still. 4 1 "Muß ich denn jedes Mal, wenn ich sauge oder saugblase den Schlauchstecker in die Schlauchnut schieben?"
Recommended Posts