Pitt Hammerfist wrote:
So just how much processing power was animations taking up anyway ?
Hopefully you can get particles/lighting on the second core next time, or the GPU.
My highly technical answer is: Lots.
As much as I'd
love to push animation vertex transformation to the GPU, we wouldn't get the necessary vertex normal information back from the vertex shader that we need to feed into other systems like the particle system. That's why it needs to stay on the CPU for now. That's also why it was the first candidate for multicore support
We're definitely looking into taking the remaining CPU-bound systems and threading them. However, it's a major undertaking to consider what (and how) code uses data and ensure that multiple CPUs aren't going to, say, write to the same memory values at the same time (hence the term
synchronization which also accompanies any dissertation on multi-threaded programming). The current support that's on Test was started months ago...
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