This is due to the nature of how GPG's two major threads work together in concert, Sim and Render. There is a slight side effect where the sim runs a little slower. It also works around an issue where the game randomly starts up with unusually bad performance (likely due to threading issues). Sound crackles that were caused by threading issues go away. It makes the game more fluid and responsive, especially when zoomed in. It will lengthen the time you can play before the game eventually slows down (every CPU has a limit). Sometimes the benefit is huge, especially late game. The impact for skirmish play is always beneficial for any multi core or hyperthreaded CPU. Most benefits of the tool begin when normal SupCom would usually use all of a particular CPU core, reaching 100%. This is explained in detail in the multithreading topic I started. This causes performance limitations especially with rendering as well as choppy sound, etc. Normally with SupCom, the first CPU is oversaturated and their are multiple threads that fight for resources on that core. The Core Maximizer improves the splitting of threads of SupCom across available CPU's for multi core or hyperthreaded processors. I wanted to make a seperate topic here for the tool, something I should have initially done. My original topic on multithreading, where this tool was first introduced for testing, wasn't really supposed to be about the tool primarily, but it turned out to be.
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