Yup. always gotta be that one single threaded program. In this case, appears to be frigate.

  • @deleted
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    181 year ago

    It’s mildly infuriating tbh but I understand it’s hard to implement threading for some functions.

    What actually infuriates me more is some AAA titles that specifically utilize 4 threads of my 3950x 32 threads cpu.

    • @[email protected]
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      121 year ago

      Programming with threads is much harder than using a single thread.

      First your workload has to be split up in such a way that it can be distributed. That’s not always possible.

      The you gotta insert “synchronisation” to avoid a whole class of concurrency issues.

      Hence programmers always default to a single thread unless really needed.

      • shadowbert
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        71 year ago

        Of course - I get that. I’m a programmer myself.

        But it does have to be said that there’s little excuse for not doing it anymore for heavy applications, especially games. The tools/frameworks/engines have vastly improved, and people know (at least roughly) ahead of time what work is going to slog the CPU, especially in the case of a AAA studio.

        Note: I’m only referring to relatively modern games here - anything that’s older than when multithread really took off gets an automatic pass - it’s not reasonable to expect someone to cater for a situation that doesn’t exist yet.

        • @douglasg14b
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          1 year ago

          there’s little excuse for not doing it anymore for heavy applications, especially games

          … Wut. You chose one of the best examples of where multi-threaded workloads are extremely difficult and often impractical as your example of where it should definitely be used…? 🤦

          Games are where it’s the most difficult, nevermind enterprise workloads that can be multi-threaded on paper, while games can often not even make that work in theory. Game workloads are incredibly, almost insurmountably, difficult to multi-threaded for most teams and studios.

          Not just from a technical standpoint but from a practical standpoint as well as you are significantly increasing the surface area for software defects, full of pitfalls and gotchas. Sure you can multi-thread your workload but now it actually runs slower than it would have if you never did this at all due to increased resource usage as a result of synchronization…etc

          Games like factorio are rarities, where the developers had both a small game and scope, and all the time and resources they needed to produce multi-threaded solutions to their workloads. Engines like unity have ECS, which has limitations of use and comes with extra asterisks. But outside that and a few other examples actual multi-threading is a massive undertakings that may actually mean your Game cannot be delivered.

          • shadowbert
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            21 year ago

            Difficult, yes. Impractical? Absolutely not, at least with some planning ahead. It’s not trivial (and I never said it was) but it’s getting both easier and more important every year.

      • @bouh
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        61 year ago

        Programmers mostly don’t know how to make multithread programs.

      • @deleted
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        31 year ago

        I’m programmer myself and I understand that it’s not simple even though you can use blocking or protected collections.

        I’m referring to a situation where the programmer made a function multithreaded but hard coded creating only 4 threads “to fully utilize a 4 core cpu”

        • AggressivelyPassive
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          61 year ago

          Multithreading in games is much more difficult because you not only have to make sure, everything is synchronized, but also that everything finishes in time. It’s a bit like a RTOS in that regard. Using a known and fixed amount of threads can be a sane choice.

    • HTTP_404_NotFoundOP
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      31 year ago

      I know your pain. Although, my gaming PC is only rocking a Ryzen 7 5800x. Not, nearly as many threads… but, there are a ton of games which are only using a small fraction of the available CPU.

      If I recall, Assassins’ creed was pretty bad about it… Minecraft (Especially modded) was horribly single threaded. And- more.

    • shadowbert
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      31 year ago

      Heh. Classic case of being able to market your product as being “multithreaded” because is uses 2 threads? :P

      • 𝘋𝘪𝘳𝘬
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        31 year ago

        “The garbage collector runs in a second thread! This means we’re fully multithreaded now! Ship to customer and advertise multithreading!”

        • @deleted
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          11 year ago

          No shit. You got garbage collection?

          It’ll be sold out in beta aka test in production.

          • 𝘋𝘪𝘳𝘬
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            11 year ago

            test in production

            One of the teams in the corporation I work for even develops in production.