Reply To: req: Multithreading – performance issu large map

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#15586
eis_os
Participant

Can we get back to a reasonable discussion?

Clarification as people seem to misunderstand me.
TF uses two threads at the same time and is parallel/concurrent.
However thread 2 is simply very CPU intensive and so it’s not finished yet to merge the calculations.
Some point you have to merge the data.

While I can read x86/amd64 assembler only a static analyse is possible – Steam is in the way –
and optimized c++ in assembler is a pain.

Writing a game that complex isn’t an easy task. Specially get it run on current hardware.
The depot doors animation files are in the game since the beginning, so it’s reasonable to assume that the feature simply got a bug fix and isn’t anything new.

Urban Games seems to have a strategy to work on performance every second patch.

So back to a new small map (with patched out main street connection error)