TheTiger wrote: ↑13 Jun 2021 19:25Anyway, we are playing "multi-core", kind of, but the power is not shared equal.
They had been moving things in the background, but as you say, still too imbalanced so the single main core is still too loaded.
TheTiger wrote: ↑13 Jun 2021 19:25But, they can also implement multi-core and thread for the DX11 also, nothing can stop them to do this. For this was my post about.
Yes it's true, there's lots of multi-core games using DX11. Problem with that is DX11 doesn't allow more than 1 communication channel with the GPU; so, at the end, al the graphic load (that it's a big chunk of the CPU load of this kind of games) has to pass by a single thread. That limits the scalability of the engine; it's multi-core but can't really leverage all the power of modern computers (it's the usual game suited for the long-term 4 cores Intel mindset that ruled the gaming PC for a long time)
It happens also that lots of those games are using third-party engines they acquire and tune to their need. They do so to save time and focus on the final game. Of course, when one company does so, they aren't going to tune so much that base third-party engine to turn it proper full multi-core. They just settle to what they chose and try to do their best around it. While SCS as they do it all (FMOD apart now) in their house, I think it will be probably better for them to do a whole change all in a single step; multi-core using an API suited for that. Otherwise they would had to completely change the logic of the code two times if they move to multi first and DX12/Vulkan later. Seems too many wasted effort IMHO. So, we are agree on that.
At the end, just our guessing. For sure Max and others take a good amount of laughs seeing us scratching our heads trying to know what will come in the future.
Regards