Cromagnus
Deity
- Joined
- Sep 11, 2012
- Messages
- 2,272
I ran the game at 1600x900. GPU wasn't a factor. GPU never exceeded 50% utilization.
The fact that neither CPU nor GPU goes over 100% utilization is a strong indicator that the bottleneck threads are just waiting around, pointing to a poor multithreading implementation.
Even after turning off hyper-threading, dropping down to 6 cores, no core got close to 100% utilization on my 4.4GHz. That's just not how it should work. If a game is built with proper thread synchronization, there should always be at least 1 core (CPU or GPU) at 100% utilization unless you have V-Sync turned on. If that isn't the case, you have a game that could dramatically benefit from threading improvements. Which doesn't surprise me terribly, after all it did just come out.
What really makes me sad is the AI benchmark never exceeding 50% utilization on any core. Probably in part due to the "Quick Combat" and "Quick Movement" not being instantaneous. But it could also indicate that betwen-turn AI performance is bottlenecked by synchronization with rendering.
The fact that neither CPU nor GPU goes over 100% utilization is a strong indicator that the bottleneck threads are just waiting around, pointing to a poor multithreading implementation.
Even after turning off hyper-threading, dropping down to 6 cores, no core got close to 100% utilization on my 4.4GHz. That's just not how it should work. If a game is built with proper thread synchronization, there should always be at least 1 core (CPU or GPU) at 100% utilization unless you have V-Sync turned on. If that isn't the case, you have a game that could dramatically benefit from threading improvements. Which doesn't surprise me terribly, after all it did just come out.
What really makes me sad is the AI benchmark never exceeding 50% utilization on any core. Probably in part due to the "Quick Combat" and "Quick Movement" not being instantaneous. But it could also indicate that betwen-turn AI performance is bottlenecked by synchronization with rendering.
