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Does ESO have a good support for multi cores?

Geroken777
Geroken777
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I'm thinking to get the Ryzen 1700X but i am curious if it would use all 8 cores effeciently? I am currently using 8150 and i think it is bottlenecking with my 970 and can't keep up with the current new releases.
The self-righteous shall choke on their sanctimony.
  • JasonSilverSpring
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    ESO is heavily single threaded. You would still be CPU limited in heavily populated areas.
  • Doctordarkspawn
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    Absolutely not.

    This game has had a CPU bottleneck for as long as it has been. The game does not like CPU's with bad single core performance.

    So I'd settle that bet to bed.
  • Geroken777
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    That's disappointing.

    Looks like im going to go with the i7 7700K.
    The self-righteous shall choke on their sanctimony.
  • Alexandrious
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    Geroken777 wrote: »
    That's disappointing.

    Looks like im going to go with the i7 7700K.

    Its what I did!
  • Asardes
    Asardes
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    The code looks as if it has been written in the 1st era by a skooma addicted khajiit. It's bad, really bad, and not just the threading, but memory as well. I need to restart the game every couple of hours because it becomes unplayable. Most times I have to kill the process from task manager because it completely freezes on exit. It occupies 4GB+.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
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  • SirAndy
    SirAndy
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    It uses all 4 of my physical cores on my i7. It does not use the other 4 virtual cores.

    Also, the notion that ESO is "single threaded" is bollocks, i'm looking at 24 threads for eso64.exe right now and a quick look at "UserSettings.txt" will show you that there are several settings for threading in there that you can tweak.
    shades.gif


    post-2-1508008199.jpg
    Edited by SirAndy on October 14, 2017 7:15PM
  • RouDeR
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    I play on i7 7740x overclocked to 4.7 ghz and i can 100% Confirm that eso is using ONLY 1 core .
  • kyle.wilson
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    This game was programmed with 10 year old computers in mind.
    The game was released as 32 bit.

    Ryzen chips aren't going to perform well on this game. Maybe the 7700k with it's single core performance would be better.
    Edited by kyle.wilson on October 14, 2017 8:08PM
  • eso_nya
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    It eats ~35% of my good ol' i5-2500ks power, w/ rare 100% spikes (mostly in loadingscreens). My cpu doesnt do hyperthreading tho.

    If eso only uses one core -> fix your usersettings.txt
  • Balamoor
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    SirAndy wrote: »
    It uses all 4 of my physical cores on my i7. It does not use the other 4 virtual cores.

    Also, the notion that ESO is "single threaded" is bollocks, i'm looking at 24 threads for eso64.exe right now and a quick look at "UserSettings.txt" will show you that there are several settings for threading in there that you can tweak.


    Yeah.....the misinformation from the forum experts is hilarious.

    I fix about two to three usersettings a week on average, which in itself is a issue that should be addressed.
  • JasonSilverSpring
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    I personally never said it users only one thread. I know it users more, but the game still relies heavily on a single core performance. You can have many threads but still have one that holds everything back.
  • Slick_007
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    SET MaxCoresToUse "6" - unedited
  • danno8
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    It's odd because my i5 4670k uses all 4 cores just fine and 61 threads:

    wsFZI1H.png

    https://imgur.com/wsFZI1H
    Edited by danno8 on October 14, 2017 9:56PM
  • FakeFox
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    If it can use eight cores efficiently? Lol, this game can't even use one core efficiently.
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  • Shadow-Fighter
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  • Kanar
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    ESO does use multiple cores however there is still a single core bottleneck. So any 4 core intel CPU with good single threaded performance will beat a ryzen.

    But, it also depends on the res+settings you play at. If you have a mid tier GPU and play at 4k then the CPU won't be the overall bottleneck.
  • rfennell_ESO
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    Ri38iNQ.png

    36 threads.

    I would say it uses all cores well enough.



  • rfennell_ESO
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    Btw with the announced impending (or maybe the words are possibly eventually!) directX12 support, ESO will use multiple cores more efficiently.

    From my screenshot you can see that it's probably on CPU7 that's "in contact" with my GPU.

    That's 4k downsampled to 1440p CPU performance in Cyrondil.
  • Meetre
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    I get near identical usage across all four logical processors on my i7. check your user settings to make sure you have the right number of cores to use set.
    Edited by Meetre on October 15, 2017 12:10AM
  • JasonSilverSpring
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    I think one point some might be missing is that the one thread for ESO that is limiting will not only use the same core. It might hit the various cores at different times, but that limited thread will still CPU limit you. Hence the more powerful the single core performance the better it will run.

    The near identical usage is because that limiting thread is utilizing a different core at different times.

    EDIT: Here is a chart of thread usage via Process Explorer:

    SYRAymJ.png

    Note that the first thread is accounting for most of the usage. This was while walking around Mournhold.
    Edited by JasonSilverSpring on October 15, 2017 3:20AM
  • rfennell_ESO
    rfennell_ESO
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    I think one point some might be missing is that the one thread for ESO that is limiting will not only use the same core. It might hit the various cores at different times, but that limited thread will still CPU limit you. Hence the more powerful the single core performance the better it will run.

    The near identical usage is because that limiting thread is utilizing a different core at different times.

    I think the thing that people aren't getting is that a lot of it is DirectX. DirectX 12 as per @Shadow-Fighter 's post should improve things for multicore operation quite a bit.

    It's not really an ESO thing, DirectX12 will take some time to be implemented. Only a handful of newer games are supporting it right now, even though win10 supports it natively...

    Of course, it's really up to ZOS with how far they go in implementing Directx12 (if and when they do).
  • JasonSilverSpring
    JasonSilverSpring
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    I think one point some might be missing is that the one thread for ESO that is limiting will not only use the same core. It might hit the various cores at different times, but that limited thread will still CPU limit you. Hence the more powerful the single core performance the better it will run.

    The near identical usage is because that limiting thread is utilizing a different core at different times.

    I think the thing that people aren't getting is that a lot of it is DirectX. DirectX 12 as per @Shadow-Fighter 's post should improve things for multicore operation quite a bit.

    It's not really an ESO thing, DirectX12 will take some time to be implemented. Only a handful of newer games are supporting it right now, even though win10 supports it natively...

    Of course, it's really up to ZOS with how far they go in implementing Directx12 (if and when they do).

    That does make sense to me as the areas where it is CPU limited like in cities involves a large number of draw calls with everyone's outfits/skins/flashy mounts/pets. I use an add-on called Adaptive Settings which will dynamically reduce draw distance to help maintain a certain fps. Reducing draw distance will reduce this draw calls.

    Unfortunately I doubt DX 12 will come for a while as they would need to update game engine to truly take advantage of it.

    Dropping the 32 bit client early next year has already angered some and there were complaints when they dropped DX 9. They also have Mac's to support. Do Mac's support Vulkan?
  • UnseenCat
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    Macs don't natively support Vulkan, but that can be overcome with a 3rd-party framework called Molten. Apple has left OpenGL and Vukan in favor of their own Metal API -- you have to either use that or use a 3rd-party wrapper.

    Creating and maintaining a cross-platform game has its share of...challenges.
  • rfennell_ESO
    rfennell_ESO
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    I think one point some might be missing is that the one thread for ESO that is limiting will not only use the same core. It might hit the various cores at different times, but that limited thread will still CPU limit you. Hence the more powerful the single core performance the better it will run.

    The near identical usage is because that limiting thread is utilizing a different core at different times.

    I think the thing that people aren't getting is that a lot of it is DirectX. DirectX 12 as per @Shadow-Fighter 's post should improve things for multicore operation quite a bit.

    It's not really an ESO thing, DirectX12 will take some time to be implemented. Only a handful of newer games are supporting it right now, even though win10 supports it natively...

    Of course, it's really up to ZOS with how far they go in implementing Directx12 (if and when they do).

    That does make sense to me as the areas where it is CPU limited like in cities involves a large number of draw calls with everyone's outfits/skins/flashy mounts/pets. I use an add-on called Adaptive Settings which will dynamically reduce draw distance to help maintain a certain fps. Reducing draw distance will reduce this draw calls.

    Unfortunately I doubt DX 12 will come for a while as they would need to update game engine to truly take advantage of it.

    Dropping the 32 bit client early next year has already angered some and there were complaints when they dropped DX 9. They also have Mac's to support. Do Mac's support Vulkan?

    That's the conundrum devs face. When to and by how much do they support something like directx12.

    The "best" decision for performance is to recode and make it directx12 required, but that alienates some users or more precisely eliminates them.

    Fortunately to implement the multicore aspect of directx12 they don't have to make it directx12 exclusive.

    The other little wrinkle within directx12 is it's "Explicit Multiadapter" function. Think SLI with unmatched (and unconnected) gpus. You can actually run a nvidia card and an AMD card at same time (or offload some GPU functions to a intel processor's built in gpu).

    We have at least gotten confirmation that directx12 support is being worked on. Intel/Microsoft have claimed it can give a 50% increase in performance, and even if it's half that it's huge.
  • CalydorEstalon
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    Eliminating everything but DX12 would effectively abandon everyone still on Windows 7, and considering Windows 7 has a 47% market share while Windows 10 only has 29% ( https://www.netmarketshare.com/operating-system-market-share.aspx?qprid=10&qpcustomd=0 ) that would be a terrible, TERRIBLE strategic move.
  • ZOS_Mika
    ZOS_Mika
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  • Rygonix
    Rygonix
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    Aw shoot. I was hoping the ZoS post in this thread was some developer insight on this matter. Instead it is just another "We moderated this thread be civil, please." post.

    On topic: I view this current period as another awkward moment in game development. The transition from the old to the new. Much like when "3d" games first hit the scenes with the N64 and PS1, it will take a lot of refining before everyone is on the same page regarding modern hardware/software. This includes DX12 compatibility and 64-bit integration.

    It will come. It just takes time.
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  • helediron
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    Few misunderstandings people make:
    - A single process using multiple cores is not the same as multi-threading. Processes in modern systems jump freely between cores.
    - Every process has multiple threads these days, also single-threaded ones. Counting threads is useless.
    Don't count cores nor threads. Count total CPU load. An actual multi-threaded process distributes significant load among multiple threads and they are programmed to run in parallel at the same time. You can see this in action when total cpu load of threads goes way beyond capacity of single core.

    If you can look inside into a prosess and into it's threads and when it is cpu-bound in performance:
    - A single-threaded process has one thread running close to 100% load.
    - A multi-threaded process has usually handful of active threads and sum of their loads is clearly over 100%.
    - Both single- and multi-threaded processes have these days lots of other threads, but their cpu load is below one or two percent.

    ESO is slightly multi-threaded. At least during login it clearly executes multiple threads at significant load. But after login it falls back to executing only one thread at heavy load and sum of loads varying slightly below and over 100% load of one core.

    It looks like LUA scripting can run in parallel with game engine. If you are using lots of heavy addons like Master Merchant, you will benefit having four core CPU and during login even eight core can potentially cut a blink away from wait time. Without addons ESO is happy with dual core CPU.

    All this assuming other components are up to date: good GPU enuugh fast memory, fast net and SSD.
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  • SirAndy
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    I think one point some might be missing is that the one thread for ESO that is limiting will not only use the same core. It might hit the various cores at different times, but that limited thread will still CPU limit you.
    Or you have developers who know that you can set the processor affinity for each thread individually, making that thread run exclusively on the core you specify.
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  • SirAndy
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    helediron wrote: »
    Processes in modern systems jump freely between cores
    See my post above. You can set the processor affinity for each thread in your application, including the main one.
    shades.gif
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