1 Core simulator?

i am aware that sims are not that good at utilizing all cores, but this is kinda mad if you ask me
Is this normal on msfs ? or is there anyway to fix/tweak this ?

Are you using Developer Mode or made changes in it?
Brief description of the issue:
While flying in a relative small area my last core is getting smoked by this simulator.
Provide Screenshot(s)/video(s) of the issue encountered:

PC specs for those who want to assist (if not entered in your profile)
i7-9700k stock RTX 2080TI

Build Version # when you first started experiencing this issue:
Latest version, i havent watched for this before, but i just noticed

Are you on the Steam or Microsoft Store version?

Probably not that uncommon, but “1 core” is a bit harsh. 48% of 8 cores is 3.84, so closer to 4 cores than 1.

Still, we’ll have to see if this improves with SU5 in late July. It should improve at least a bit with the glass cockpit rendering being on a separate thread; hopefully they’re also improving the graphics engine multithreading with the DX12 update.

I am happy to hear that, i am out flying now, and this looks abit bizzare :slight_smile:

No games require more than 2 cores so it’s normal.
I hope in 2023 games will require 4 cores minimum so developers will be free to use advanced programming techniques

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MSFS requires a 4-core CPU (Intel i5-4460 | AMD Ryzen 3 1200), as do a ton of games these days. BF: V required a 4-core CPU 3 years ago and I would be shocked if that didn’t happen to many games earlier.

Sorry, but an eight-year-old XBox One already has 8 cores.

Btw, it is normal for a processor to be well utilised. One core (main thread) must carry the main load and distribute the work to the other cores.

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I’ve been complaining about this problem for months. Hopefully what @Aeluwas mentions about moving Glass Cockpits to another thread helps out.

A lot of people seem to think that Glass Cockpits take a lot of resources and if that it also running on the main thread, I can see how it is pegging it out.

Prior to SU2, I think, the processor utilization was more evenly spread and they seem to use more cores. But after that update, it seems they mostly use four cores and one gets the majority of the work.

Sim uses all the cores, but 1 core the main thread has to join all the data together to send draw calls to the GPU I believe. Hence why one core is maxing out.

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How about expanding the view into resource monitor? Might give you more complete information.

This is a screenshot of an i5 4670K @4.50GHz Hyper-threading is not of the CPU’s capabilities even still hyper-threading and virtualization is disabled via BIOS settings.

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Looks like you have headroom on the GPU, find something to turn up in settings.

Only thing I can say is:
Optimizing and efficiently parallelising your code to run well is extremly hard. There are whole university chairs and facultys researching this topic since ages.

I noticed the same thing and I really hope that DX12 will make things better. DX12 has better CPU scheduling than DX11 has so improvements are to be expected. But of course it also depends on Asobo how well they will implement this.

In 2021 it should be self-evident that a game uses more than only 1 or 2 cores.