Multithread & DX12/Vulkan

Multithread & DX12/Vulkan

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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Lu5ck
Posts: 3
Joined: 14 May 2014, 02:27

Multithread & DX12/Vulkan

Post by Lu5ck » 28 Sep 2015, 22:46

Will the game ever be multi-threaded and then move on to DX12/Vulkan support?

I know multithreading a game isn't simple and is pretty complicated but is there any plan to do so?

I stop playing this game a few years ago because the game always get choppy eventually when there are huge amount of units. Honestly speaking, if that kind of lag is eliminated, the gameplay would have been pretty interesting.
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hokomoko
Spring Developer
Posts: 585
Joined: 02 Jun 2014, 00:46

Re: Multithread & DX12/Vulkan

Post by hokomoko » 28 Sep 2015, 22:57

Originally posted here: http://zero-k.info/Forum/Thread/19943#140849

Multi-threading is not an issue, it's software behaviour.

Examples of issues:
1) Graphic glitches
2) Bad performance

Examples of possible solutions (respectively):
1) A dev with an AMD card who knows what they're doing
2) Reducing cache misses (responsible for a significant portion of the speedup in 100.0)

Examples of sexy terms which sound like solutions but are probably more trouble than gain (in most cases):
1) Multi-threading


From now on I'd recommend refraining from saying:
Spring should be more multithreaded
As this is not only wrong but useless and annoying.

Instead you can say things like:
Spring is slow for me and I'd like it to be faster
Which may or may not make a difference, but it will definitely make you look less foolish.


(Feel free to link to this post whenever someone mentions this again)
Last edited by hokomoko on 28 Sep 2015, 22:58, edited 1 time in total.
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Super Mario
Posts: 814
Joined: 21 Oct 2008, 02:54

Re: Multithread & DX12/Vulkan

Post by Super Mario » 28 Sep 2015, 22:57

Lu5ck wrote:Will the game ever be multi-threaded and then move on to DX12/Vulkan support?
No, it requires a HUGE rewrite, which we don't have the resources to commit.
I know multithreading a game isn't simple and is pretty complicated but is there any plan to do so?
Springrts is an engine, not a game. The engine itself have multi-thread support.
I stop playing this game a few years ago because the game always get choppy eventually when there are huge amount of units. Honestly speaking, if that kind of lag is eliminated, the gameplay would have been pretty interesting.
For starters, what "game" you're talking about? What version of spring did you use few years ago? How much "lag" did you have? Please be specific.
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AF
AI Developer
Posts: 20669
Joined: 14 Sep 2004, 11:32

Re: Multithread & DX12/Vulkan

Post by AF » 02 Oct 2015, 16:11

Performance has improved significantly since then, Kloot multithreading the sh*t out of everything, and Jk becoming a massive DirectX12 Windows fanboy and rewriting all the graphics from scratch made a huge difference

Perhaps you should try things out before making generic requests
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Lu5ck
Posts: 3
Joined: 14 May 2014, 02:27

Re: Multithread & DX12/Vulkan

Post by Lu5ck » 20 Oct 2015, 23:09

I play BA and I remember that the CPU usage never go beyond two cores.

I tested it, It still doesn't go beyond two cores now even though ingame, it says CPU usage at 80%, task manager says 30ish. This happen at late game with tons of units around.
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Silentwings
Moderator
Posts: 3594
Joined: 25 Oct 2008, 00:23

Re: Multithread & DX12/Vulkan

Post by Silentwings » 21 Oct 2015, 00:31

it says CPU usage at 80%
It doesn't mean what you think it means by this.
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Super Mario
Posts: 814
Joined: 21 Oct 2008, 02:54

Re: Multithread & DX12/Vulkan

Post by Super Mario » 21 Oct 2015, 20:22

Lu5ck wrote:I play BA and I remember that the CPU usage never go beyond two cores.

I tested it, It still doesn't go beyond two cores now even though ingame, it says CPU usage at 80%, task manager says 30ish. This happen at late game with tons of units around.
This has been remedy in the dev version.
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Floris
Balanced Annihilation Developer
Posts: 599
Joined: 04 Jan 2011, 20:00

Re: Multithread & DX12/Vulkan

Post by Floris » 21 Oct 2015, 21:40

Just did this comparisson... I m sorry...

Link to license violating content removed. (Silentwings)
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Floris
Balanced Annihilation Developer
Posts: 599
Joined: 04 Jan 2011, 20:00

Re: Multithread & DX12/Vulkan

Post by Floris » 21 Oct 2015, 22:54

Floris wrote:Just did this comparisson... I m sorry...

Link to license violating content removed. (Silentwings)
need to strip the music of the youtube video? Or.... or is it because of something related to closed source SpringRTS variants...
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abma
Spring Developer
Posts: 3560
Joined: 01 Jun 2009, 00:08

Re: Multithread & DX12/Vulkan

Post by abma » 21 Oct 2015, 23:05

Floris wrote: closed source SpringRTS variant
this!
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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: Multithread & DX12/Vulkan

Post by jK » 21 Oct 2015, 23:18

Stop the propaganda shit Floris.
You even disabled VSync for the closed source violation and enabled it for the rest ...

This is not Syria, stop your lies!
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abma
Spring Developer
Posts: 3560
Joined: 01 Jun 2009, 00:08

Re: Multithread & DX12/Vulkan

Post by abma » 21 Oct 2015, 23:31

viewtopic.php?p=573567#p573296

(locked for the sake, was already discussed very often without constructive results)
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