64 cores is a high-end gaming rig. Civilization VII won't run smoothly on less than 16.
64 cores is a high-end gaming rig. Civilization VII won't run smoothly on less than 16.
https://i.imgur.com/YlJFu4s.png
Whether the bottleneck is memory bandwidth (2x6000 MHz), unoptimized locking, small batch sizes, or something else it doesn't seem to be related to core count. It's also not waiting on the GPU much here, the 4090 is seeing even less utilization than the CPU. Hopefully utilization actually scales better with 7, not just splits up a lot.
As a rule I wouldn't be surprised if 90% of the stuff Civ 6 is doing can't be parallelized at all, but then for that remaining 10% you get a 16x speedup with 16 cores. And they're underutilized on average but there are bursts where you get a measurable speedup from having 16 cores, and that speedup is strictly linear with the number of cores. 6 cores means that remaining 10% will be less than half as fast vs. having 16 cores. And this is consistent with observing 30% CPU usage I think.
Why do you type it like that?
It's weird/juvenile to be typing a phrase in a manner similar to a preteen, well after 20+ years have passed. Especially in the middle of an otherwise normal message/conversation.
Though I think this guy just did it the way a 2000s kid would say "vidya gaems".
A surprising number of video games have at least one 'master switch' statement for at least one important aspect of the game logic that has to evaluate on a single thread to maintain some level of 'coherency' while operating at any given frame rate.
The challenge with using threads without careful control of or understanding of the underlying system hardware is that you can wind up with various quirks (Every computer I had from 2000-2010 had this weird 'judder' with HL/TFC/HL2 and explosions, didn't matter the sound card type, CPU brand, or Video card brand,) at best or a rats nest of logic bugs at worst (i.e. the pains of coding multithreading.)
Only recently I managed to build a PC that will run Civ 6 smoothly during late game on huge map
Tangentially related, but I need to go check a18 civ 6benchmarks. The experience on my a15 with small map sizes was surprisingly good.
[1] Fragmentation, at best C++ dialects, no practical compiler tech to transparently GPU offload, etc