Page 1 of 1

Multithread & DX12/Vulkan

Posted: 28 Sep 2015, 22:46
by Lu5ck
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.

Re: Multithread & DX12/Vulkan

Posted: 28 Sep 2015, 22:57
by hokomoko
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)

Re: Multithread & DX12/Vulkan

Posted: 28 Sep 2015, 22:57
by Super Mario
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.

Re: Multithread & DX12/Vulkan

Posted: 02 Oct 2015, 16:11
by AF
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

Re: Multithread & DX12/Vulkan

Posted: 20 Oct 2015, 23:09
by Lu5ck
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.

Re: Multithread & DX12/Vulkan

Posted: 21 Oct 2015, 00:31
by Silentwings
it says CPU usage at 80%
It doesn't mean what you think it means by this.

Re: Multithread & DX12/Vulkan

Posted: 21 Oct 2015, 20:22
by Super Mario
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.

Re: Multithread & DX12/Vulkan

Posted: 21 Oct 2015, 21:40
by Floris
Just did this comparisson... I m sorry...

Link to license violating content removed. (Silentwings)

Re: Multithread & DX12/Vulkan

Posted: 21 Oct 2015, 22:54
by Floris
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...

Re: Multithread & DX12/Vulkan

Posted: 21 Oct 2015, 23:05
by abma
Floris wrote: closed source SpringRTS variant
this!

Re: Multithread & DX12/Vulkan

Posted: 21 Oct 2015, 23:18
by jK
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!

Re: Multithread & DX12/Vulkan

Posted: 21 Oct 2015, 23:31
by abma
viewtopic.php?p=573567#p573296

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