Author Topic: Core Optimization for Blockland?  (Read 1922 times)

I have only noticed now, with using a CPU Meter Gadget for Windows that Blockland uses mostly Core number 4 in my Quad Core i5 2400. It uses the other cores but really only about from 5-12%.



(Sorry for the page stretch, If I re-sized the image the letters on the CPU Meter would be too blurry to be readble)

Maybe thats why my blockland runs so slow. I have a duel core processor.

Maybe thats why my blockland runs so slow. I have a duel core processor.
Blockland is more about graphics, processor shouldn't make all that much of a difference in normal gameplay.

Blockland is more about graphics, processor shouldn't make all that much of a difference in normal gameplay.
I mean when there are a lot of bricks around. Mostly 10,000

I mean when there are a lot of bricks around. Mostly 10,000
I don't know much when it comes to this but I think it would help when there are a lot of bricks, like around 150k or 200k, Blockland is being limited to only using one core and not more than one.

That's just your computer apparently
On the same server

Blockland is a single-threaded application. Your Operating System just placed it on Core 4 because it deemed that the most appropriate place for it.

That's just your computer apparently
Did you happen to look at core 1?

It is known that Blockland can only use as much processing as would be equivalent from just one core. Even if it is distributed over multiple cores, it still never uses more than one could possibly provide. For example, on a quad-core processor the maximum overall CPU usage Blockland could use is 25%. I'm pretty sure this happens because Blockland is 32-bit.
Blockland is a single-threaded application.
Actually that.
« Last Edit: December 26, 2012, 10:39:49 PM by pecon98 »

Contrary to what's being said, Blockland actually uses 2.
Everything runs on one of them.
Brick physics runs on a separate thread.

Pretty sure kompressor said this.

It is known that Blockland can only use as much processing as would be equivalent from just one core. Even if it is distributed over multiple cores, it still never uses more than one could possibly provide. For example, on a quad-core processor the maximum overall CPU usage Blockland could use is 25%. I'm pretty sure this happens because Blockland is 32-bit.
It's because Blockland is built to be single threaded, TGE is a single-threaded game engine. Should Badspot decide to upgrade to T3D (he won't) then it would have multicore support.

Contrary to what's being said, Blockland actually uses 2.
Everything runs on one of them.
Brick physics runs on a separate thread.

Pretty sure kompressor said this.
Blockland spawns ~50 threads upon execution, but that doesn't make it multithreaded. It just uses threads for concurrency, that's different than multithreading.

The really smart section of the Blockland Community speaks.
   But I say it would be rather nice to distribute to different cores so it evens out?

It's because Blockland is built to be single threaded, TGE is a single-threaded game engine. Should Badspot decide to upgrade to T3D (he won't) then it would have multicore support.
Blockland spawns ~50 threads upon execution, but that doesn't make it multithreaded. It just uses threads for concurrency, that's different than multithreading.
Badspot wouldn't be able to somehow edit the engine to make it multi-threaded, people have said Blockland is basically its own engine with the modifications Badspot has done to it? Would having Blockland multi-threaded be able to raise the brick limit or does that have to do with the engine itself?

Did you happen to look at core 1?
Did you happen to look at Core 0 and 4
It seemed that Blockland was distributed over 2 then got booted to 1?
Oh well

Badspot wouldn't be able to somehow edit the engine to make it multi-threaded, people have said Blockland is basically its own engine with the modifications Badspot has done to it? Would having Blockland multi-threaded be able to raise the brick limit or does that have to do with the engine itself?
The brick limit is because of packet size, that won't get changed until people get faster internet. Yeah, Badspot could make BL multithreaded, but there's really no reason to.