cichlidfan Posted December 30, 2013 Posted December 30, 2013 is that an actual question or a sarcastic way to tell me my assumption is false? :) A bit of both (and I should apologize for the latter), as I have seen nothing to indicate that EDGE will operate on more than one core. Multi-GPU I have seen mentioned but not the other. ASUS ROG Maximus VIII Hero, i7-6700K, Noctua NH-D14 Cooler, Crucial 32GB DDR4 2133, Samsung 950 Pro NVMe 256GB, Samsung EVO 250GB & 500GB SSD, 2TB Caviar Black, Zotac GTX 1080 AMP! Extreme 8GB, Corsair HX1000i, Phillips BDM4065UC 40" 4k monitor, VX2258 TouchScreen, TIR 5 w/ProClip, TM Warthog, VKB Gladiator Pro, Saitek X56, et. al., MFG Crosswind Pedals #1199, VolairSim Pit, Rift CV1 :thumbup:
SkateZilla Posted December 30, 2013 Posted December 30, 2013 (edited) DX11's Rendering Itself operates on more threads than DX9 does... So Instead of Bombarding a Single CPU Core with all the DirectX DrawCalls, it will be able to spread them across multiple threads/Cores. I'm not sure whether that Translates to the DirectX Rendering Engine having control of that or if DCS has control of how many Threads the DirectX Renderer is allowed to have. However moving to a lower CPU Overhead API, and a API that Uses a Unifed Shader Model, Mandatory Anti-Aliasing etc etc. Edited December 30, 2013 by SkateZilla Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
danilop Posted December 30, 2013 Posted December 30, 2013 Can't remember who said it, but I'm sure that someone from Russian team noted some months ago that rewriting DCSW core for multi threaded operation would be huge and very unlikely undertaking. Basically it means writing everything from scratch. And DCSW is and should stay FREE. Mission impossible. So I think that we'll get new and highly optimized (well, I hope that it will be highly optimized :)) DX11 engine..
Peety Posted January 1, 2014 Author Posted January 1, 2014 So to summarise, no it won't be any good? Thanks for the replies Peety.
SkateZilla Posted January 1, 2014 Posted January 1, 2014 (edited) Can't remember who said it, but I'm sure that someone from Russian team noted some months ago that rewriting DCSW core for multi threaded operation would be huge and very unlikely undertaking. Basically it means writing everything from scratch. And DCSW is and should stay FREE. Mission impossible. So I think that we'll get new and highly optimized (well, I hope that it will be highly optimized :)) DX11 engine.. Being Bound to 2 Threads is not really as big of a bottle neck as people seem to think it is. And even though DCS is bound to 2 Threads, doesn't mean that the new DX11 Rendering Pipe is. As DX11 is a Multi-Threaded API. if Done correctly, DX Draw Calls and Physics can be put on their own thread and/or be allowed to use all available cores. So the DCS Core Process and all that will Remain 2 Threads (MainThread/X-AUdio2 Thread), and DX will move it's DrawCalls and CPU Usage to other threads. But it's all speculation until EDGE Documentation is finalized and EDGE is released. Edited January 1, 2014 by SkateZilla Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
danilop Posted January 1, 2014 Posted January 1, 2014 Yeah, I'm aware of that. This game is NOT CPU limited (when you overcome certain level of CPU performance) although there is common assumption that it is. But, it's really shame that they haven't made DCS with multi threading in mind back then - within next 2-3 years majority of games will probably start to utilize all possible CPU power. And DCS in current state is stuck. Sooner or later, ED will have to face it.
SkateZilla Posted January 1, 2014 Posted January 1, 2014 (edited) Yeah, I'm aware of that. This game is NOT CPU limited (when you overcome certain level of CPU performance) although there is common assumption that it is. But, it's really shame that they haven't made DCS with multi threading in mind back then - within next 2-3 years majority of games will probably start to utilize all possible CPU power. And DCS in current state is stuck. Sooner or later, ED will have to face it. When LockOn/TBS was Released there was no such thing as Dual Core in 2003 I was still running a 1.1Ghz Athlon Socket A w/ 1GB of PC133 SDRAM. Hyperthreading was introduced in PIV just before LockOn's release, and not during development. You could split it up by catagory (ground AI, Air AI, etc etc). But it still requires someone with extreme coding skills to write the code to synchronize all the threads. DX11 API allows the DirectX Engine to be Multi-Threaded, but I think it comes with it's own Syncing Code. and it would only Effect items that are part of DirectX. and not AI etc. Edited January 1, 2014 by SkateZilla Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
danilop Posted January 1, 2014 Posted January 1, 2014 (edited) When LockOn/TBS was Released there was no such thing as Dual Core in 2003 IMHO, they could have done it when original DCS was in development. They've missed the opportunity and now that code is an obvious dead weight. I was still running a 1.1Ghz Athlon Socket A w/ 1GB of PC133 SDRAM. You were lucky. I had 512 mb of RAM back then, IIRC (socket A Athlon as well) :D Edited January 1, 2014 by danilop
SkateZilla Posted January 1, 2014 Posted January 1, 2014 (edited) IMHO, they could have done it when original DCS was in development. They've missed the opportunity and now that code is an obvious dead weight. You were lucky. I had 512 mb of RAM back then, IIRC (socket A Athlon as well) :D DCSW is pretty much a software Evolution from LoMac. Dont know if this is accurate but I posted it many moons ago. TFCSE: The Fighter Collection Simulation Engine. LoMac : TFCSE 1.0 Flaming Cliffs 2 : TFCSE 1.02 DCS : BS1 : TFCSE 1.02 DCS : A-10C : TFCSE 1.1.1.x DCS : BS2 : TFCSE 1.1.1.x DCSW : P-51D : TFCSE 1.1.2.x DCSW : CA : TFCSE 1.2.0 DCSW : DCSW Stability/Features Update : TFCSE 1.2.1+ DCSW : FC3 : TFCSE 1.2.2 DCSW : Stability / Features Update : TFCSE 1.2.3 DCSW : UH-1H: TFSE 1.2.4 DCSW : SU-25A/A-10A, Stability / Features Update : TFCSE 1.2.5 DCSW : MI-8MTV2 : TFCSE 1.2.6 DCSW : Open Beta 1.2.7, Stability / Features Update : TFCSE 1.2.7 Edited January 1, 2014 by SkateZilla Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
Cyb0rg Posted January 2, 2014 Posted January 2, 2014 (edited) DCS World runs fine on my 5 year old Intel Core2Duo E8500 3.16 GHz, 8 GB RAM and Nvidia GeForce GTX285. So you could even downgrade your hardware and DCS would just run fine.:thumbup: Nice processor u have there :smilewink: And your card is better than mine. Btw, is your ram 800 or 1033mhz (DDR2 or 3) and how is your FPS average? Edited January 2, 2014 by Cyb0rg [sIGPIC][/sIGPIC] Asteroids ____________________________________________ Update this :D
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