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What about multicore-support in 2017?

Paganini
Paganini
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Hey guys,
i have tried to get an answer to this question many times, let's hope we'll get one in this thread ....:)

The Elder Scrolls Online is such a nice game with a beautiful atmosphere ( in PvE, PvP, RP... everywhere). But almost everybody knows, that there a many performance issues (especially in PvE-Raids, Cyrodiil and the main-citys).
Iam playing the game since 2014/2015 and still wondering, why the client has no multicore-support. This would fix alot of performance issues (not all, sure. there is still also the connection/network/server-part). MMO's are really CPU-intensiv games and if the client is only able to use one kernel, we'll never be able to get the full performance out of our systems.
For Example iam using a i7 3770k (up to 3,9 GHz, not overclocked currently). I can play Battlefield 1, The Witcher 3, GW2 & For Honor on max-settings, but iam not able to get ESO running smooth while PvE-Raids, and not even mention Cyrodiil.. (independent from graphic-settings; iam using a AMD RX480 now).

So.. my question is: Are you/the technical office working on multicore-support? Are you even discussing about this? Or is not planed to be added?

@ZOS_GinaBruno @ZOS_JessicaFolsom

Greetings
  • Sledgemoto
    Sledgemoto
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    Ryzen just around the corner...just saying ;)
  • SirAndy
    SirAndy
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    ESO runs on 4 cores on my box, has been since beta.

    And none of that will help anything to eliminate the server side lag ...
    dry.gif
  • Syrani
    Syrani
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    I am also interested in hearing what they have to say on this. I am running an i7 5820k and would love to be able to get full use out of it.
  • raj72616a
    raj72616a
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    this topic again?
    what feature, what algorithm in the game would benefit from multi core?
  • SirAndy
    SirAndy
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    Paganini wrote: »
    Are you/the technical office working on multicore-support?
    Have you tried changing the "MaxCoresToUse" value in the UserSettings file?

    I have mine set to 4 and ESO does use all 4 physical cores on my box ...
    idea.gif

  • Lake
    Lake
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    There is multi-core support. Unfortunately, the game still likes to use primarily one of those cores.
  • Elsonso
    Elsonso
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    Paganini wrote: »
    So.. my question is: Are you/the technical office working on multicore-support? Are you even discussing about this? Or is not planed to be added?

    I doubt they will do any more multi-core support than what they are currently doing, this year. I don't think we will see a major change in that until DX12, if then.

    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 10992
    X/Twitter: ElsonsoJannus
  • kyle.wilson
    kyle.wilson
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    Sledgemoto wrote: »
    Ryzen just around the corner...just saying ;)
    We'll see.
    Every other time AMD was going to "blow" away Intel or Nvidia, the product was didn't live up to the hype.
    Right now the only benchmarks are with company selected chips v off the shelf intel.
    http://wccftech.com/amd-ryzen-7-1800x-1700x-1700-benchmarks-leaked/
    Plus it looks like the Intel 7700k would be able to run this game better, since ZOS seems unable to have true multicore optimization. (And weirdly cheaper)
  • kyle.wilson
    kyle.wilson
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    But, if its any good. I may consider it during my next build.
  • LadyLavina
    LadyLavina
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    What about Curiosity Core support in 2017?

    https://www.youtube.com/watch?v=4_aVNU_gJYE
    PC - NA @LadyLavina 1800+ CP PvP Tank and PvP Healer
  • KimberlyannKitsuragi
    I just checked mine. No idea why it was set to 6 since I only have two cores in my laptop. Hopefully, next time I log in, I'll see a difference
    Feel free to add me. I'm part of the Gummy Guars PC/Mac NA server. Master crafter and working on getting 9 traits on everything
  • KhajitFurTrader
    KhajitFurTrader
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    On macOS, I'm seeing equal load distribution on all four physical cores of my Core i7. Always has been this way, old OpenGL 2.1 rendering engine or new 4.1 one.

    The main reason why the ESO client favors using one heavy load thread is that the code's main loop is the renderer, i.e. after one execution cycle one frame is ready to be pushed out to the frame buffer. Everything else, e.g. SFX, network and HID I/O, is done in more lightweight sub-threads which, incidentally, need to be synchronized with the main thread occasionally, given that the other half of the game's code runs one some remote server. ;)

    The main reasons why Windows prefers running the main loop thread mostly on one core are a) the rendering queue of Direct3D up to DirectX12 is single-threaded (meaning that with the introduction of a DX12 renderer this situation might be remedied), and b) the Windows core parking feature. There have been numerous threads on this forum on how to alleviate the latter's effects.

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