Why? Wouldn't it be more efficient to split the processing up among all 6 of my cores rather than crowding it all up on one? I'm clearly missing something here.
1 thread can only execute on 1 core at a time. BeamNG uses 1 thread per vehicle. So 1 car only using 1 core is very normal. Synchronising 1 car across multiple threads would however be rather difficult.
Oh, I see. So, in theory, I can run 6 cars? We'll gloss over that. I bought the game, it's my screenshot software. Apple keyboards don't have a print screen button.
Well you can run multiple threads to a core (and infact your system already will be). So in theory you could run more than 6 cars, but yeah you can run 6 cars each with their own core (7 would then have 2 cars sharing a core etc).
Ok, explains why demo derbies are always 15 FPS or lower. Thanks for helping with my understanding of this. Maybe I should change my views on "More physical cores are better than per core performance."
I don't think it is that simple. When I have 1 vehicle the load is spread across all 4 physical cores (I have a i5 4670k). When I have more vehicles the load on each core goes up.
I'll apply my very vague knowledge of this. It might be background calculations? I noticed that too. 2 cars and the load on core #2 (or the 3rd physical core) is 50% or there about.
Torque3d has another thread of its own plus you have all your normal windows tasks (of which there are hundreds) which can easily account for the other 50% together. Its just the CPU requirements of these are far less than those for a BeamNG vehicle.