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Pemalite said:
SvennoJ said:

If you manage to code your game using all 7 cores to most of their potential (1 is reserved for the OS), it won't simply run the same or better on a faster 6 core CPU. Ryzen 5600 isn't that much faster that you can simply combine 2 threads to run on one core and be faster, unless those 2 threads were only utilizing 60% or so of the cores they were running on. Of course games have many more threads and load balancing should be part of the engine if not done by the OS already.

Not really how that works.
Thread scheduling isn't an issue.

Either way, Ryzen 7000 series is upwards of double the per-core performance of the Ryzen 3000 series, making your point moot.

SvennoJ said:

For example here from when I was playing err tracing bugs in FS2020

111 threads, yet one thread had a particular bug (tracked down to a conflict in overlapping controlled airspace areas, location dependent)
A faster cpu would power through better, splitting that thread up would half the issue (fixing the bug of course was the real fix)

And here you see one core (or half of it) is close to maxed out while overall CPU use is only 35%

And as suggested I used that to make sure the game remains GPU limited for a more stable experience.
Actually here I dropped the render resolution down to see how fast it could go on a mobile CPU.

Very hard game to 'optimize' as the demands are so different depending on where you are. Big airports are very heavy on GPU

While going further North or South increases the demand on the CPU due to how the 'cells' are organized (Data stored in Mercator projection)

Flight Simulator is held back by it's engine, not because of consoles, it was a PC title first, remember.

SvennoJ said:


So I wonder why is dynamic resolution not used more on PC? Or maybe it is nowadays? Last demanding titles I played on my laptop were Halo Infinite and Forza Horizon and both didn't have dynamic resolution options. Just dynamic frame rate :p Actually I played Sea of Thieves not long ago, that ran pretty poorly on my laptop (The thing is long overdue for replacement I know)

Dynamic Frame Rate? You mean, just disabling V-Sync right?

Dynamic resolution is found in many games, but we need to remember that the PC is a far more hardware rich than consoles, so there is simply less of a need.

Err weren't you saying Ryzen 5600. Sure if the 7000 series has double the performance than no issues using 4 cores.

Every program is held back by its engine and yes FS2020 was a PC title first. Very noticeable when it got ported to Series consoles causing a lot of problems and downgrades on the PC version of the game. The biggest issue was reducing the memory footprint which Asobo achieved by reducing the draw distance and culling data from memory much faster causing stutters when panning the camera next to far closer draw distances / lower quality with PG data. Night lighting still looks much better on the release version which was already downgraded from the beta version.

Dynamic frame rate as opposed to delivering a locked frame rate with variable resolution. Of course PC can benefit from dynamic resolution as well if you prefer steady fps. Not everyone has the luxury to use op hardware to power through the 'dips' :p

And FS2020 is mostly held back by being build on FSX architecture. A lot of legacy code and systems are still present in the game. Anyway the big 'change' from PC only to XBox plus PC shows optimizing for multiple different (even though only slightly different) systems is not easy and takes away time from optimizing it for one system. This time they finished the PC version first, then had to make a lot of changes to make it PC+console. And since in this case they wanted to go forward with one unified version, the PC version suffered as result. (In visual quality that is, fps got better and memory requirements reduced)