Well, when you make a multithreaded application, usually there is one main thread, which controls everything else, timings and all.
Now usually you make sure not to have any blocking function (large calculation or file R/W requiring HDD fetching) on the main thread.
Maybe they made some mistakes in this regard in their previous games and did better this time.
From what I see, it seems like they didn't use the graphics API (seems to be Vulkan) properly enough, for which I can't do anything, given my lack of exp with it.
Perhaps a god time for me to delve into Vulkan.
I mean if you’re german you could try working for them lol
That seems to be the main barrier, yeah.
But I checked htop while running the game and it doesn't seem to be doing all single core stuff as you said.
Unless it is that the bottlenecking thread is not even using the available core to the full extent.
I checked it out with both linux and linux-zen kernels.
Usually, when a program is loading on a single thread, you tend to see a single core go to 100% for a few seconds, which then jumps around as the OS switches the core provided to the thread. That was not happening here.
Also, the new GPU is sometimes at ~60-70% while the FPS is dropping to 30.
This part was weird.
I just went "Shiit! Am I sitting on potential system breakage?" (because I don't remember doing any such intervention)
But turns out it was just a conflicts with change.
From what I know, pacman straight-up asks you what you want, in these cases.
Sure, it's technically manual intervention, but for me, who scans over updated packages every-time, this is considered standard procedure.
Manual intervention is when GRUB doesn't install properly using the suggested command and you have to learn where your distro places the boot image and configure stuff accordingly.
Yeah, I recently bought X4, which is so badly implemented (at least on Linux) that it gives the same FPS (in the 30s) on Low settings as it does on Ultra.
I even went ahead and bought a new GPU just for that and hardly see a difference, even being suspicious of there being a miner in it.
Well, when you make a multithreaded application, usually there is one main thread, which controls everything else, timings and all.
Now usually you make sure not to have any blocking function (large calculation or file R/W requiring HDD fetching) on the main thread. Maybe they made some mistakes in this regard in their previous games and did better this time.
From what I see, it seems like they didn't use the graphics API (seems to be Vulkan) properly enough, for which I can't do anything, given my lack of exp with it. Perhaps a god time for me to delve into Vulkan.