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DCS not multi-threaded?


Callsign.Vega

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I have a 14 core Intel CPU clocked at 5 GHz.

 

Turning items on like mirrors and visibility range over low/medium really tanks the FPS. But my CPU us barely being used as is my 2080 Ti.

 

Is the main game engine still only single thread? Such a shame for going on 2019.

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Mine already says all cores are active for dcs.exe.

 

The game is only using 11% of my CPU!

GPU: RTX 4090 - 3,000 MHz core / 12,000 MHz VRAM. 

CPU: 7950X3d - 5.2 GHz X3d, 5.8 GHz secondary / MB: ASUS Crosshair X670E Gene / RAM: G.Skill 48GB 6400 MHz

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I have a 14 core Intel CPU clocked at 5 GHz.

 

Turning items on like mirrors and visibility range over low/medium really tanks the FPS. But my CPU us barely being used as is my 2080 Ti.

 

Is the main game engine still only single thread? Such a shame for going on 2019.

Sometime in the future will solve Vulkan: https://forums.eagle.ru/showthread.php?t=217784

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Yes that is war.Ed starts the Update.exe with all core and over then gives to the dcs.exe, these starts then only with a core.After the start of the game I always start the task manager and activate all core for the dcs.exe Then the game meets my expectations of fps and performens.

 

 

Strange... on my PC DCS starts with all cores on and stays on all cores (i5 8600k, 4.5 GHz on 6 cores). :huh:

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There's a lot of indepth discussion of how and why DCS works the way it does regarding CPU usage, as well as how CPUs work and how sometimes what you're looking at is misleading. Do a search on CPU usage and you'll have plenty of reading material.

Де вороги, знайдуться козаки їх перемогти.

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Especially Amdahl's law and, of course, Gustafon's law.

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Actually that seems about correct given core and clock speed there is currently only so much CPU DCS can utilize as well that can only feed your GPU so much. Perhaps look for the bottle neck and adjust settings to suit and it may play better. :thumbup:

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Is the main game engine still only single thread? Such a shame for going on 2019.

 

 

Do you know how many other games can actually use more than a single core?

 

 

... so, rather than going for a super multicore processor, you should have focused more on single-core performance when choosing the processor.

 

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Do you know how many other games can actually use more than a single core?

 

 

... so, rather than going for a super multicore processor, you should have focused more on single-core performance when choosing the processor.

 

Other modern games use multi core much better. Going from a gtx 980 to a 1080 ti, I saw more than double the fps in pretty much all games except DCS, where the gains were marginal. It clearly shows that DCS is holding modern GPUs by quite a thick margin...

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  • ED Team
Other modern games use multi core much better. Going from a gtx 980 to a 1080 ti, I saw more than double the fps in pretty much all games except DCS, where the gains were marginal. It clearly shows that DCS is holding modern GPUs by quite a thick margin...

 

As stated above, there is a lot of work going on to improve performance, but as we are working on the house we live in its more difficult and a bit slower going. Other games will release a new version every year but also charge you 80 bucks while they are at it. We will get there, and performance when within specs is really good, but of course, can always be better.

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Do you know how many other games can actually use more than a single core?

 

 

... so, rather than going for a super multicore processor, you should have focused more on single-core performance when choosing the processor.

 

Actually, quite a few these days.

 

Battlefield 5 uses 12 of my 14 cores and Star Citizen uses all 14!

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CPU: 7950X3d - 5.2 GHz X3d, 5.8 GHz secondary / MB: ASUS Crosshair X670E Gene / RAM: G.Skill 48GB 6400 MHz

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Actually, quite a few these days.

 

Battlefield 5 uses 12 of my 14 cores and Star Citizen uses all 14!

 

The base engine DCS uses is much older, and from a time when it was somewhat less common, and virtually never used in simulations due to latency. There may be workarounds for some of that nowadays, but 10-15 years ago there weren't. And even so, it requires a complete rewrite of the code, which is time and resource intensive.

 

 

Will it happen eventually? Probably. Almost certainly. But it's fairly low priority, considering the benefit (slim to moderate) vs cost (major).

Де вороги, знайдуться козаки їх перемогти.

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Other games will release a new version every year but also charge you 80 bucks while they are at it.

 

 

Why wouldn't ED charge for major base code / performance upgrades? It would totally make sense, it's a sustainable way to do things and customers would be very happy to pay just to see their new shiny hardware squeezed to every bit.

 

 

If I buy a 700€ new graphics card paired with a 300€ new CPU, 80€ for a major tech upgrade of the sim is a negligible price tag if it's needed to enable all the horse power of my new hardware.

 

 

My 2 cents.

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Why wouldn't ED charge for major base code / performance upgrades? It would totally make sense, it's a sustainable way to do things and customers would be very happy to pay just to see their new shiny hardware squeezed to every bit.

 

 

If I buy a 700€ new graphics card paired with a 300€ new CPU, 80€ for a major tech upgrade of the sim is a negligible price tag if it's needed to enable all the horse power of my new hardware.

 

 

My 2 cents.

 

 

kind of true

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I would too, but the problem would be those who aren’t willing to pay. Because they’ve already purchased modules, ED has to continue supporting those paid for modules. Therefore, we’d need to split the branches again, and those who remember the good old days of 1.5 and 2.0 on different branches know this isn’t feasible.

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the issue about multi-threading, (multi-processing is the more correct term here, as DCS is already multi-threaded) is that it is required to support a larger population than, say, single processing.

 

example, if you have a program with 2 processes running, 2,3...14 core CPUs can run that program and work fine, but when you develop a 8 process program, and decide to run that on a 4-core CPU you will run into problems (deadlocks, latency, racing, asymmetry) not to mention the overheads needed to adapt the program to a lower core count.

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DCS is already multi-threaded, but there are technical issues that make it difficult to do what you want.

 

spinning work off into different threads is easy.

 

coordinating and synchronizing dependent operations is difficult.

 

doing it without stutter, jutter and stalls is almost impossible.

 

what would you like?

software that is heavily threaded and uses all of your cores?

or software that has predictable and consistent frame-rates?

 

you need to choose. you can’t have both.

 

if i buy a 36 core machine with triple SLI, you don’t really expect it to run 2x better than it does now, do you? how is the software supposed to do that?

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DCS is already multi-threaded, but there are technical issues that make it difficult to do what you want.

 

spinning work off into different threads is easy.

 

coordinating and synchronizing dependent operations is difficult.

 

doing it without stutter, jutter and stalls is almost impossible.

 

what would you like?

software that is heavily threaded and uses all of your cores?

or software that has predictable and consistent frame-rates?

 

you need to choose. you can’t have both.

 

if i buy a 36 core machine with triple SLI, you don’t really expect it to run 2x better than it does now, do you? how is the software supposed to do that?

 

 

Duh yea

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