Spindel said:
It might be that you see some improvements with more cores, but isn’t that mainly because you unload OS and other background task to the other cores witch frees up more cycles on the core that runs the turn calculation.
I remember the night and day difference in Civ V between the patch that allowed usage of multiple cores and how the game was before that patch. But the thing with that patch was that it unloaded the UI to the other cores while the turn calculation was still only done on one core. But suddenly you could actually browes different menus and stuff while turns where calculating and without it slowing down the turn calculation (since the core didn’t need to share cycles) (btw I always play on huge maps with maximum amount of civilizations -4, so late game always take a while between every turn).
But I promise you both Civ 5 and Civ 6 will run one core 100% and one or two cores at 5-10% during a turn calculation. Since the game is turn based the game calculations have to be sequential. It can only calculate one AI at a time since the outcome of the actions of one AI may/will affect the next one i turn. Even within one AI each troop movement will effect the next so every calculation needs to be sequential and thus the really calculation heavy tasks (aside from graphics) can't be parallelised and won’t see much or any gain from using multiple cores (aside from unloading trivial tasks like sound, UI etc to other cores). |
That makes a lot of sense. Sounds to me like I should aim for clock speeds over core numbers. Can windows, antivirus, and other non-game background things all run on a single core while still leaving enough cores for the game to run audio, UI, and non-turn processing items?