A game not designed for multithreading will never be. It need to be re-written from scratch. Next generation engine based on Direct3d 11 engine (who is multithreaded) will bring a lot more multicore optimisation. But dont ask for SoaSS to become multithreaded by magic, it will not happen. but if you use a mod with a bigger map and the game slow down, it can be 2 things in my opinion 1. AI algory
Punkenjoy
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First, Ironclad designer had budget for model, texture and other thing so in the end, the game were running smootly. Mod dev should try to stay within theses budgets. Every game engine will look unoptimized if you overide the budget. Take the latest unreal engine, put full of 10 millions polygons models and you will kill the performance so bad that it could crash at launch ! Anyway, for the x64 vs 32bit, if we take a look to the steam survey
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