Multi-Core CPU use

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r0y
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Multi-Core CPU use

Postby r0y » Tue Apr 08, 2014 1:27 am

Are there plans to have Prison Architect take advantage of multi-core CPU's? I just started a medium-sized map, planned out a large 360-ish cell prison, and when I went to drop in the foundation (125m x 108m) the game mostly chokes. Even on the fastest time setting, it is slower than normal time on a small game.

Looking at my conky monitor, I see that my CPU (i7-4770k) is at about 22% total usage, with core/cpu #6 at full, the other 7 cores are just twiddling their digital thumbs. Sometimes it looks like another core bumps up to 50% or so, then drops... not sure if that's PA's doing or not.

FYI, in the entire time it's taken me to browse these forums, post a couple of posts, etc. the foundation is not even 1/3 done. It's on the fastest speed... :(
Person012345
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Re: Multi-Core CPU use

Postby Person012345 » Tue Apr 08, 2014 4:56 am

You might want to just break it up into smaller chunks, build a block then extend on to the side of it and demolish any inside walls you don't want.
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xander
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Re: Multi-Core CPU use

Postby xander » Tue Apr 08, 2014 5:54 am

Certain parts of the game (path-finding, for instance) are easily parallelizable and parallel code has already been implemented (as of alpha 15, maybe?). Other parts of the code are simply not amenable to multi-threading, and will remain bottlenecks forever. That being said, the problem with large foundations has been noted before, and the solution is likely to optimize the code better, rather than to throw more cycles at it. Parallelization is not the answer to all performance problems. ;)

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