You know, with a game that sucks down CPU cycles like this one, it seems a crying shame that it can't take advantage of multi-core processors.
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Let me guess: BtS is not multithreaded, right?
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It happens that CIV benefits significantly from dual core CPU's, despite not being designed to. Possibly some of the core engine is multithreaded or something.
I can say that when I upgraded from a AMD 64 3800+ (2.4ghz) to an AMD X2 5600+ (2.8ghz, dual core), the in between turn times were cut to about 1/5, which was a far more significant increase than would be expected for a strictly single-threaded application (I also got faster ram so it's not a fair test but some of that huge performance gain simply must be attributed to the second core).
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Originally posted by Blake
It happens that CIV benefits significantly from dual core CPU's, despite not being designed to. Possibly some of the core engine is multithreaded or something.
I can say that when I upgraded from a AMD 64 3800+ (2.4ghz) to an AMD X2 5600+ (2.8ghz, dual core), the in between turn times were cut to about 1/5, which was a far more significant increase than would be expected for a strictly single-threaded application (I also got faster ram so it's not a fair test but some of that huge performance gain simply must be attributed to the second core).
Yes, the game runs fine for me 99% of the time, but there are circumstances (particularly late game on huge maps) when it does slow down a bit."It's great to be known, but it's even better to be known as strange." --Takeshi Kaga
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Ah, gotcha. I misread that.
Still, it's a huge difference in technology, so one core of your new CPU is significantly faster than the CPU you had. For me it was a slight bump in clock speed, but otherwise the major difference was the addition of another core.
Eh, sorry for getting sidetracked.
While I did notice a greater performance improvement than expected, I believe the game is not multi-threaded. That point has been mentioned to me plenty of times here and at the other major Civilization fan site, so this information must come from the developers (interview, maybe?). I think the performance bump I noticed was from all the other processes getting moved to the other core, leaving Civ4 with a core to itself."It's great to be known, but it's even better to be known as strange." --Takeshi Kaga
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Really, consider how the engine works. There are the graphics, which are mostly determined by the graphics card. The rest of the game is played as a sequence of actions. In SP at least, you simply cannot do two things at once. And the rest of it - the turn time - is AI.Last edited by Kuciwalker; July 14, 2007, 01:39.
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Galciv is multithreaded, mostly for the ai, so Civ IV could be too. Except if the core game was not, I can't see how or why they'd rewrite everything to be multithreaded for an xp. Too much work for almost no gain for most players.
And there's always a graphics thread and a game thread, and not everything graphic's running on the graphics card.Clash of Civilization team member
(a civ-like game whose goal is low micromanagement and good AI)
web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)
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Originally posted by LDiCesare
Galciv is multithreaded, mostly for the ai, so Civ IV could be too.
Galciv did some kind of wizardry where the AI ran in a separate thread during the player turn. I assume it just helped the AI compute an approximation of what it would (since it obviously couldn't respond to actions the human hadn't made yet). The AI itself wasn't multithreaded.
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Well there are things an AI can do while waiting. For example a better but more expensive algorithm to choose where to found cities or planing what workers will do. It is rare, that a player can change the game so dramatically in one turn that that information would become too much outdated to be useful to the AI. It is however a potential exploit as the AI basically is a turn behind the player when it comes to certain stuff.
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