Multicore cpu rendering would firstly eat into cpu power available for physics and secondly is slower than gpu rendering the game already uses. terrible idea and a step backwards
Not to impede on your comment, but it'd be nice to have the processing part of the game be available for more cores on the cpu. Also as you said yourself, let the rendering be done on the gpu. I myself run an 8 core processor at 4.4 GHz and i can see a visible frame rate drop after spawning a # of cars. To say the least, I've tracked down the issue to be the game only utilizing one cpu thread. Then again, the game IS still in alpha, so who knows where it will go.
Correction: The game uses 1 CPU Thread per Vehicle. If you spawn #X vehicles, it will use 1 Thread for each. Althought, the more vehicle you spawn, the more bandwidth is used, which can affect the FPS before you use all your CPU Threads (Not 100% sure on the last part, but I recall it is something like that).
Think the main issue is of course 4 vehicles = 4 threads, if someone has 4 cores that would seem fine and dandy. But what about all these threads windows already has running: At no time is the CPU purely idle and available for BeamNG. Windows is very good at getting a high load thread to run on 1 core while all these lowly tasks crunch away on another, or even cramming these in where theres space. But it will always prevent a true 1 vehicle per core mapping. - - - Updated - - - The game does run each vehicle in its own thread. Windows is then decent at spreading these threads over cores for best performance, hence the game is already multicore. The issue you have is 4.4ghz octa core implies to me you are using AMD. The AMD modular architecture has quite a few bottlenecks in it that do impede BeamNG. For example there is only 1 floating point unit shared between 2 cores versus intel and even older AMD chips having 1 floating point unit for each core. If you then have 2 floating point heavy threads sharing an AMD module as its called (an FX Series octa core is made up of 4 modules each having 2 cores with this shared floating point unit - among other peripherals) they can fight over the single floating point unit, 1 or both threads will stall until the other is done using it, it can be a major issue. For the purposes of BeamNG and AMD octa core is effectively an AMD quad. There is actually some prevision for both cores simultaneously using it, but it is still slower than having an FPU per core, I believe the 2016 AMD chips are meant to be returning to 1 FPU per core. Other bottlenecks would be shared cache, shared access to external buses (RAM and PCIe mainly) and a shared instruction prefetch unit.
Anything above 8 cars in screen will drop my fps, a lot. when I move them out of view or disable the meshes the fps goes up. I think I hit a gpu bottleneck
Hey guy it probably the first thread saturated with direct x 11 calling for help not feeding the gpu.. Like arma 3 the developper said the game is multithreaded up to 32 core.. But the first core is having a hard time and make the scaling impossible - - - Updated - - - And for amd fx The Architecture is not the best but it has nothing to do with low fps.. the 8150 and that first gen did have problem The performance is..... They have low singlethread almost half a i5-i7 overclocked vs overclocked fx. They cant handle as much detail they have hard time rendering the big truck at 40-60fps but any intel with low clock and a little older can have the same problem I just ordered another fx 8300 to play with since i sold my fx 6300. i can share info if needed 4790k 4.9ghz vs fx 8300 depending on clock it do