Do you get Sins to use 64% CPU or 64% CPU load at all? 50% for sins would equal a 100% CPU load on your dual core. I do get 12-13% CPU load on my 975 and that means it's 100% CPU load on a single core. Opening the task manager, it's also easy to see. Sins only does use one core at constant maximum load, even when the game is paused!
That's also what tech support says. They use one thread for loading textures, one thread for loading sounds and one thread for everything else. The very bad news is, that they don't want to modify that.Funny thing is that a harddrive that went asleep does cause the game to pause until the drive did spin up and the worker thread for loading did finish.
>>From a previous email: "We've mentioned several times on the forums dating starting back to 2007 that Sins is multithreaded in 3 areas. The main thread, textures, and sound. We have verified in several tests over the last few years that they are indeed working as intended and we won't be adding new multithreading options. The following is a very brief description of why.
There are fundamental reasons why the majority of RTS's cannot use multithreading in the same way an FPS, MMRPG, Racing, Shooter or Fighting game can and it has to do with several factors including determinism, synchronization, network architecture and simulation vs rendering. The slowest part is basically the simulation (physics, AI, gameplay etc) and since RTS's do not have free reign in this area the only areas open to multithreading are the nondeterministic areas (user input, audio, rendering etc). Rendering is usually the worst of this category but it isn't even close to a bottleneck in Sins so we didn't need to add it as a separate thread. In other words if we added all sorts of new threads for say particles, ship rendering, planet rendering, and whatever other rendering components you can think of, it wouldn't make a dent in the overall cost of running the game - i.e., you wouldn't see much difference. Sound and textures needed to be threaded because they need to be pulled off the h.d in real-time. Not doing so would have been a bottleneck and the lag would be atrocious.<<
Looks like they also do not want to invite programmers to fix that code for them or make this an open source thing so that players finally could have a working version of sins. It's pretty much a shame. If they at least would make AI decisions multi threaded, they surely could gain very much without having to do complex changes.
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