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HappySqurriel said:

 

You also forgot that the majority of percentage of system resource usage statistics are not based on anything ...

Most of the others are based off of a code profile which doesn't tell you whether it is possible to take advantage of additional resources, or assumptions based on how much overhead there is in how they created their game which they may not be willing to eliminate; an example of it being impossible to take further advantage of additional resources is there are several linear algorithms which can not be parallelized because of race-conditions, and and example of overhead that wouldn't be removed is a large portion of game engines use scripting languages to control game logic (including AI) and there is a massive overhead to this but it will not be removed because they don't want their scripters to be forced to recompile the engine every time they want to test something.

I just wanted to disprove MikeB's claim, so I did it in the most straightforward manner I could think of ;) That's also true though... A system is much more than the CPU, and even the CPU alone may not be fully usable in many cases (depends on the design of the game as you said).

 



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