![]() But if one thread supplying numbers gets a cache miss and has to fetch from memory, the other one can't speed up to match, so you're back to 1x again. If you have a program that needs to add a bunch of 32-bit numbers, modern CPUs are smart enough to perform some bit magic and run them in pairs, using the upper and lower halves of the 64-bit adder, for very nearly 2x the speed in an ideal case. Some tools will report that as 8 CPUs, some as 4, depending on fiddly details of how they define and/or test a CPU.Ī heavily-oversimplified (and arguably wrong) explanation: Let's say you have a chunk of silicon that is wired up to add two 64-bit numbers. So, you might have an 8 thread / 4 core CPU for instance. Different vendors have somewhat confusing terminology, but there are a variety of common CPUs these days that run multiple (usually two) threads per core. This is not strictly true with modern designs the previous poster is closer to correct. but many of the lesser tasks that currently pause the game could probably be changed to let time pass. It makes sense to pause the game when going through the stocks menu etc. ![]() Personally, I would guess maybe half of my game time is spent with the game paused and frozen while I am going through menus or making designations. I think one think Toady could do that might be relatively feasible and would make a huge difference in the overall game speed is to let the game keep running during many of the command windows it currently pauses on such as when you are queuing stuff up in the workshops etc. I have yet to reach a point I consider unplayable but I am guessing at under 10FPS it would start to drive me up the wall. I leave it at that since it would be silly to slow it down but I actually don't start to get even slightly bothered by the game's slow down until it gets under around 50FPS and its at about 20FPS where I consider it a problem. I actually find the 100FPS speed a little too fast for my tastes. Wow, now that is some seriously fast playing.
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