Any indication that Asobo will work to make game less CPU dependent?

I know the second patch worked on performance fixes, but has there been any discussion of reworking the game so it’s not so CPU dependent?

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Simulations like this tend to be CPU / single thread dependent just by the nature of how you do the physics solution. Doesn’t lend itself to be a distributed job.

At least that’s been the case for all simulation development I’ve ever done. So, maybe some opportunities to be more efficient but I wouldn’t envision CPU demand going away.

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I’m interested in this too. I’ve a 6 year old CPU lol, coverclocked, getting 30fps worst case, most of the time.

I read when they move to direct x12 it may help?

Unlike typical games there is a lot of scenery that needs to be drawn. Thousands of trees and buildings at once. The CPU tells the GPU what to draw. This is the nature of flight simulators, because you look at everything from above nothing is hidden out of sight (games use culling so it doesn’t have to render something hidden behind another object). That’s why the draw distance is a CPU heavy setting.

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Probably not. A lot of CPU is required in games/sims these days because the number of objects in the scene which need to do something (e.g. not static) is extremely high. If we want an active world, with air[port ground vehicles, cars on highways, etc. that comes with a price.

Then there is the extremely detailed modeling of the flight, and then there is the detailed modeling of avionics, etc.

If someone were to hire me to architect the next gen of games and sims, I would really look at architecting games/sims to be more microservice oriented – with the ability to transfer workloads onto other devices.

For example, the customer that is willing to buy one or an entire stack of rasp pi’s, or those that are willing to rent servers in a cloud, would have the ability to have the sim push work onto those devices. Perhaps the avionics.

I think we have reached the point where scaling out game/sim workloads to distribute work across multiple devices makes sense.

In podcast interviews the developers stated that optimization is an ongoing concern.

DX12 will allow easier usage of multicore as well.

Doubt it… There is a lot of data it needs to manage. It killed my 6 year old cpu but with my new i7-10700k it’s like 25-30% utilization.