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How many CPU cores will MWO actually use?


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#21 Nasty9

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Posted 02 May 2012 - 03:19 PM

We don't really need to be speculating here, the info is already availible:
http://www.pcgamesha...imization/News/

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Crysis 2: Up to 8 CPU-Cores can be used

When it comes to cinematic effects, the CE3 includes everything there is: ambient occlusion, depth of field, (object) motion blur, even the bokeh filter. In addition it is highly optimized for multi core systems: rendering, audio, AI, physics and so on are parallelised and accelerate the game - up to eight cores would be used. Sean assured us, that the Cryengine 3 would render nearly twice as many fps as the CE2 at comparable graphics quality.


The PC-Version will probably support Multi-Sampling-AA as well as the so called Morphological Anti-Aliasing. When we asked if the textures would have a higher resolution, Sean shrugged - which can be interpreted as a "yes".


Edited by Nasty9, 02 May 2012 - 03:19 PM.


#22 Oderint dum Metuant

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Posted 02 May 2012 - 11:23 PM

View PostNasty9, on 02 May 2012 - 03:19 PM, said:

We don't really need to be speculating here, the info is already availible:
http://www.pcgamesha...imization/News/

[/left]


Actually no, it depends on the coding. The engine can use 8, but it has to be coded to do so.

#23 Chiyeko Kuramochi

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Posted 03 May 2012 - 02:23 AM

View PostVulpesveritas, on 01 May 2012 - 09:21 AM, said:

At least 2, I'd guess, as I haven't seen a PC in stores in a couple of years that was a single core. Probably quad threaded given how CPU-happy CryENGINE 3 can be.

I did world of tanks....

#24 Nasty9

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Posted 03 May 2012 - 03:14 PM

View PostDV^McKenna, on 02 May 2012 - 11:23 PM, said:


Actually no, it depends on the coding. The engine can use 8, but it has to be coded to do so.


If the engine can handle eight cores already, why purposefully handicap it?

If CryEngine 3 resembles any kind of modern game engine it is going to have the low level engine features abstracted away from higher level features, like the content. In this case the devs here really don't need to reinvent the wheel, all they have to do is dispatch their computational needs to the thread pool that the engine is already handling and they are done.

I'm not on this project so take it with some salt, although this is how it should be run.

Edited by Nasty9, 03 May 2012 - 03:15 PM.


#25 Catamount

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Posted 03 May 2012 - 03:42 PM

View PostNasty9, on 03 May 2012 - 03:14 PM, said:


If the engine can handle eight cores already, why purposefully handicap it?

If CryEngine 3 resembles any kind of modern game engine it is going to have the low level engine features abstracted away from higher level features, like the content. In this case the devs here really don't need to reinvent the wheel, all they have to do is dispatch their computational needs to the thread pool that the engine is already handling and they are done.

I'm not on this project so take it with some salt, although this is how it should be run.


While this makes sense on paper (indeed, the whole point of using an existing engine is to avoid reinventing the wheel), Cryenging 3 really doesn't get any benefit beyond four cores.

The game might theoretically be octacore-aware, but the code still doesn't seem parallelized enough to take any kind of advantage of that fact.

Edited by Catamount, 03 May 2012 - 03:43 PM.






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