![]() That's why older games are so dependent on single core performance - even if they offload work to other cores they need one rendering thread to do a lot of work that will be the first to max out the capabilities of a CPU core and be the bottleneck. Aside of that the high level nature of the API did a lot of tasks without game developer control - which caused that each draw call had a relatively high CPU cost. In the era of DX9 and DX11 games the problem was that one thread had to do all of the communication. ![]() Game-GPU communication is done via the DX driver. That requires an explicit design, which for MMORPG games is kind of harder to do than for a single player offline games. Some tasks must be executed in some order or wait for other to finish so making a multi-threaded game isn't as straightforward as with compute tasks (like compressing files). Threads can end up running on multiple cores if a developer chooses so (more so it’s operating system scheduling task). Threads and processes (like running WoW.exe) differ from one operating system to another but, in general, a thread is contained inside a process (running wow.exe) and different threads in the same process share the same resources while different processes in the same multitasking operating system do not. Threads as per Wikipedia definition are a way for a program to divide ( split) itself into two or more simultaneously (or pseudo-simultaneously) running tasks. Such thread sends draw calls to the GPU and works only on one CPU core. In DX9 and DX11 games only one thread at once can talk to a GPU so a game has to have a dedicated rendering thread. On Windows it will be DirectX with Vulkan or OpenGL being other, cross platform interfaces. Game multi-core scaling can be divided to two components:Ī game will talk to the GPU via a provided API - interface. Ashes of the Singularity: Escalation is currently likely the only game that can scale to 16 cores if having enough GPU performance available - but that game primary objective is to implement such scaling and performance, to showcase what's possible and deliver massive battles alongside it. That is why very little games scale perfectly to large core counts if at all. There is no easy way to just spread all of this on many cores. Game has to talk to the GPU, has to load and manage assets, has to perform game logic calculation and more. Compression/decompression algorithm may be implement in a way to send batches of data to every cores and there is one task to do. When gaming this is hard to achieve as a game is an application that does many different things. When you extract or compress files, or when you do a big WoW update you can see such load on your CPU. Use a 64 core Threadripper and you will see all core load. Some CPU tasks can spread across many cores. How many cores World of Warcraft can use? How many you will need to run this game alongside some other apps like Discord, browser or multiple addons? Let's take a look at cores and frequency scaling of the game and how games can use multiple cores. World of Warcraft benchmarks and technical support.It's probably worth avoiding this system for Sepulcher items since those already drop at the same item level this season, though for returning or newer characters that might make sense! It's also potentially difficult if you're a multispec player to prioritize the three best uses of your currency compared to someone who only plays one spec. This system has huge implications and means that any player can identify the most important three items like 加西斯,牢狱之刃, 原初仲裁官判槌, 黑夜边缘, 奥图布拉,宇宙投影, or 老兵之魂 and then know for sure that after a few weeks of clearing the raid they will own that item at the difficulty they're clearing. After that 30, there are then quests to kill 20 and then 10 and then that's it, you only get three guaranteed items, and they're all at normal item level, BUT you can then upgrade items to Heroic or Mythic level by using Shards that drop from each boss on those difficulties - 20 Shards lets you upgrade any Fated piece to that level, including the items bought from the vendors. The basic way it'll work is that any specific item on Normal item level (252 or 259 in Season 4, just like in Sepulcher right now) can be purchased after killing 30 Fated raid bosses (the Fated raid rotates between the three Shadowlands raids weekly). In this week's GG WoW video, Dratnos and Tettles explain the new system and its implications, as well as speculate about what it might mean for gearing in the future. Blizzard is experimenting with Deterministic Loot from raid in Shadowlands Season 4! As explained in a blue post, they're looking to curb some of the extreme bad luck that's possible with gearing and make sure that players have the opportunity to pick up a few of the most impactful items from raid.
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