I can't believe an 8700 is considered old now. I still look at 4th gen Core series are decently new-ish enough.
Sure, but for gaming users that want up to date performances, specially to be able to run BeamNG with a decent FPS refresh rate and advanced functions like large maps, they will use probably something more recent. Around 70% of gaming users in the world do have PCs that are less than 5 years old. This is a statistic that was available 2 years ago.
The first revision of my gaming PC was created a few years ago was on the X79 platform with a Xeon e5 something or other then I had upgraded to a 3930k
yep its noticable, but please if they do such thing as double float point precision i would like to have multiple terrain support in the editor cus if you place 2 terrains one of them disables their colision. Or making terrains bigger without loosing some sort of resolution of the terrain. Once i tried to make a map of my own city and it almost worked the only problem i ran into was the resolution of the terrain cus the bigger it get the bigger the brushes get and it looks ugly if you try to rebuild streets. --- Post updated --- The game itself doesnt really use the cpu only cpu 10 is used for me LOL (ryzen 5 3600), the rest of the threads are almost unused. i think there could be a serious improvement how the CPU is used in Beamng.
No BeamNG seems quite correctly multithreaded, on my Core I7 8700 CPU @ 3.2 Ghz, i have around 50 to 60% processor load on a complex map, and 70% load on the Nvidia RTX2060 GPU for a full HD resolution, displayed on a 2.5 K monitor. Your report seems to show that there is a multithreading problem with Rizen processors. There is some margin for improvements but probably not so much at the threads level. More, recoding the engine parallelism could be a complex and long task, specially if this part of the code has not been worked on since years, it is not so easy to update. Switching to 64 bits float is probably easier, and optimization for AVX2 can probably be done by the compiler. In the end there is a good probability that the switch to 64 bits floats would only impact old PCs, more than 5 or 7 years. And as i said before, it is probably possible to keep compatibility with older PCs not fitted with AVX2, with a CPUID test, to adapt the code. The good news is that Intel is actually finalizing AVX10.2, a new version of AVX-512 (AVX-512 has been abandoned (except on Xeon processors). This should soon gives 2 times more power for intensive vector computing. This version will work on performance CPU cores and efficient cores, making it compatible with the actual Intel CPU architecture. AVX-512 was working only on performance cores, asking to disable the efficient cores on recent processors.
We will not switch to doubles for everything due to increased computational cost. The good news is though that we don't need to do that to completely fix the issue though We now added a command line argument to shift everything into 500km away to test all the subsystems now. This is ongoing effort, stay tuned
we are working on it right now, so hopefully it is stable enough for the next major release. The camera FOV and the motion seems broken right now... we need some more time
This will honestly be the best feature/change ever for BeamNG. I will literally buy the game again to gift someone when they release it.