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Torque efficentcy?

by Quentin Headen · in Torque Game Engine · 02/05/2009 (11:16 pm) · 8 replies

Hello everyone! I have TGE 1.5.2, and I was looking at the Windows Task Manager while running torque. I have a dual core intel processor, but everything seems to be running on only 1 core. Is TGE 1.5.2 setup to even out the processing on multiple cores?

Thanks

About the author

Just your average programmer who tries to finish the projects he starts. :) I am currently focused on creating games with Torque engines. My website is http://phaseshiftsoftware.com


#1
02/06/2009 (8:10 am)
It is not setup for multiple cores.
#2
02/06/2009 (9:08 am)
Does TGEA support multiple cores?
#3
02/06/2009 (11:35 am)
The only code in TGEA 1.8 that makes use of multiple cores is Atlas streaming of terrain tiles.
#4
02/06/2009 (12:07 pm)
Oh ok. That is kinda crazy. With all of the new computers having 2 to 4 cores, you would think that TGE would programmed to even out the load. Well, I guess that is a feature that will be added to the new Torque 3D. :P
#5
02/06/2009 (2:55 pm)
well tge is not new lol the last update on it was i think 3 years ago. :P

maybe they will add t3d with muti cores it would put some use with my quad core i have.
#6
02/06/2009 (3:52 pm)
TGEA 1.8 show CPU use on both core and im not useing Atlas. So it do support multiple cores. It may not be optimized for multiple cores, but modern CPU's and compilers are built to optimize the instructions themselves now a days, so you only see multi core optimization problems with Intel's branch prediction penalty handycap- what is now near impossible to C'code on accident (unless you dont know what your doing, nesting chunky loops).

TGE; by nature of its base design required fetching mass data from L1 and L2 cache constantly, what is why once the multicore compiler option was toggled it would hardly run on a multicore, all the extra CPU time was spent between the cores validating each other.
#7
02/06/2009 (4:02 pm)
TGE could also benefit from restructuring some datastructures to take advantage of the SSE SIMD instructions introduced w/ the Pentium IV.
particularly processTriFan(). i tried to do some of this conversion myself, but my assembly foo is poor.
#8
02/06/2009 (4:34 pm)
Oh ok. Yeah. I am happy it isn't the Wiimote mod I am putting in it. :P When I added wiimote support, I had to make the wiimote state update function run in as a separate thread.