Wingrider01 wrote:Magnamundian wrote:Tebos wrote:Aonein,
Stand-alone games can more easily be coded for multi-threaded support. Client/Server based games are a different beast all together.
You a games programmer?
You don't have to be a game programmer to understand the basic's and how to code in them, behind parallel processing coding, there is a lot more need for it in real world applications then there will every be in the niche world of game programming. Personally was coding parallell processing applications way before applications like Ultima online and Everquest 1 ever hit the project planning stage. Client/Server technology is no unique to this genre of programming.
As mentioned - do some searching on the forums, it has been stated by SOE that the client does take advantage of dc/x2 processing
I'm not searching for anything because your misunderstanding what they are talking about. There is a difference between multi-threading and scheduling.
Again, the ONLY benefit you are getting from having a Dual Core or X2 processor is that the game is running off one core on its own and therefore suppose to be uninteruptable from outside "background" programs. This is not taking advantage of it in the least. It's your OS "scheduling" it to do so, thats assuming you use Windows platform.
I dont think people truely understand how much of a difference it would make until they seen it first hand, benchmark tests obviously aren't enough it seems.......