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

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[–] deleted@lemmy.world 18 points 1 year ago (3 children)

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.

[–] vext01@lemmy.sdf.org 12 points 1 year ago (3 children)

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@kbin.social 7 points 1 year ago (2 children)

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.

[–] vext01@lemmy.sdf.org 5 points 1 year ago

Tend to agree that these massive studios should have the resources.

[–] douglasg14b@lemmy.world 0 points 1 year ago* (last edited 1 year ago) (1 children)

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@kbin.social 2 points 1 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@lemmy.world 6 points 1 year ago

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

[–] deleted@lemmy.world 3 points 1 year ago (1 children)

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”

[–] agressivelyPassive@feddit.de 6 points 1 year ago (2 children)

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.

[–] xtremeownage@lemmyonline.com 1 points 1 year ago* (last edited 1 year ago) (1 children)

Yup, glad someone else understands that one.

Not much of a game developer myself- but, yea, I understand the challenges of multithreading, especially around the main loop.

If you want to learn something interesting, check out a few videos on the PS2 architecture, and the challenges around optimizing games for it. Its, very interesting.

https://www.youtube.com/watch?v=IRv_xKS4q7o

Oh, and the PS3 wasn't any better. (Worse in ways..)

https://www.youtube.com/watch?v=zW3XawAsaeU

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[–] bouh@lemmy.world 0 points 1 year ago

Not always true. Not for all games. And multiplayer games already have multithreading in some way.

[–] xtremeownage@lemmyonline.com 3 points 1 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@kbin.social 3 points 1 year ago (1 children)

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

[–] Dirk@lemmy.ml 3 points 1 year ago (1 children)

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

[–] deleted@lemmy.world 1 points 1 year ago (1 children)

No shit. You got garbage collection?

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

[–] Dirk@lemmy.ml 1 points 1 year ago

test in production

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