There is only so much that can be multi-threaded, beyond that the overhead just slows things down (and can cause bugs)
More simulation type games (city skylines etc) can multithread more (generally) while your standard shooter has much less that it can do (unless you have AI bots etc)
There is only so much that can be multi-threaded, beyond that the overhead just slows things down (and can cause bugs)
More simulation type games (city skylines etc) can multithread more (generally) while your standard shooter has much less that it can do (unless you have AI bots etc)
Plus it only takes one unthreadable task to bottleneck the whole thing anyway.
My point here is the developer managed to split the load evenly between 8 threads. How come they cannot do it for 16?
The keyword, evenly, means all 8 threads are at 100% while other 8 threads are at 1-2%.