wondering. is beamng drive numa aware? if for example i have a multi socket system with high power cpu's. wil beamng spread the load to a different cpu? the cpus themselves boost alot higher when less load are on them
Roughly the load partitioning into different threads happens as follows: - Game engine (graphics, game logic, orchestration) on one thread - Sound engine, on one thread - UI, on one process (it might spawn multiple threads) - Vehicle/object physics (each thread being responsible for one or more vehicles/objects) The distribution of threads over the CPU topology happens by the operating system (Windows) kernel, which in certain cases is NUMA aware. So it isn't something that we control.
i'm thinking about disabling my HT cores in that case then. as it might be assigning some cars/stuff on a HT core causing a slight performance drop as its actually just 1 core doing 2 things with 12 actual cores i thought my rig would handle about 9 cars. but after 7 it wil go from about 30 to 60 fps to under 30. but the case that the game engine is on one thread might be the reason why i'm getting lower performance beyond 7 cars (i am thinkin in upgrading the cpu from 3ghz base clock to a chip with 3.6 and 3.8 ghz turbo. altho if it was possible to offload graphics in its own thread it would increase alot of the performance i think.. in terms of having many cars i have a rtx 2070 as a upgrade from my 1070. and yeah. i can now max even the reflections to max settings and not get any massive frame penalty with under 5 cars (i disabled it offcourse when trying alot of cars)
hmm thats a odd one. i disabled HT and ran banana bench. the results of banana bench with HT disabled is the same performance as ingame with HT on. but if i run bananabench with HT on the results are higher than ingame. and indeed 1 of the cores is absolutely maxed out when ingame in a decently sized map with 1 car. spawning multiple cars dont consume as much (guess the graphics is the cause?)