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Discussion/Feedback: Use dynamic/guided thread scheduling?
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Description

CPU core utilization seems to suggest static scheduling, would it be a better idea to use dynamic or guided scheduling?

Or tweak block sizes, adjust granularity.

If i'm not wrong, loading the game and the editor seem to suggest that dynamic/guided scheduling is used for those parts.

I've done some more testing, loading uses all threads, the editor seems to be dynamically scheduled, either way the render thread actually crosses 70-80% utilization.

Using -cpuCount=8 -exThreads=9 seems to lower utilization on the master thread (probably because it's using 1001 in whatever table's being used), while -exThreads=7 leads to max utilization of the other threads, and slightly increased GPU use. {F20522} {F20523}

Details

Legacy ID
367781016
Severity
None
Resolution
Open
Reproducibility
N/A
Category
Performance
Additional Information

I've just started with OpenMP, so forgive me if this is an incredibly nooby suggestion.

Event Timeline

SuicideKing edited Additional Information. (Show Details)
SuicideKing set Category to Performance.
SuicideKing set Reproducibility to N/A.
SuicideKing set Severity to None.
SuicideKing set Resolution to Open.
SuicideKing set Legacy ID to 367781016.May 7 2016, 3:08 PM
MadDogX added a subscriber: MadDogX.May 7 2016, 3:08 PM

Mass closing ancient tickets with no activity for > 12 months; assume fixed or too trivial.

If this issue is still relevant in current dev build, please re-post.