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Author
Pete Butcher
The Scope
Gallente Federation
#21 - 2014-09-20 09:29:30 UTC
Joshua Foiritain wrote:
Eklykti wrote:
Tyberius Franklin wrote:
Multi-threading only helps when tasks are relatively independent.

ShipA and ShipB are flying independently unless they bump. ShipC and ShipD are shooting each other independently of ShipW, ShipX and ShipY shooting ShipZ. ShipN indepently warped out to a distant moon and has been wrecked there by a control tower guns. All this now happens in one single thread for entire solarsystem. This sucks.


lol that's not even remotely close to how it works. Just because two objects aren't physically interacting in game doesn't mean they're not interacting in the code.

When you hit dscan the server has to access the locations of all ships in system to see if they're in range and should be displayed on your scanner. Result; your thread is pausing until all other threads are done processing their ship movements so it can get updated locations. Performance increase from multithreading reduced or removed and potential performance decrease from the increased overhead added.

And that's just a single instance, there are a fuckton of ways ships interact within system without actually seeing each other that will ruin most of the performance gain provided by multithreading. The idea that 2x threads = 2x performance is hilariously clueless.


This is so true. But also remember that there's a lot of cases when lock free synchronization works and the overhead is pretty small. Your example of ship movement and scan could possibly be implemented in terms of a simple acquire-release memory barrier thus no thread would have to wait (actually serialization to lower memory level would take some time, but significantly less than locks).

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