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Threads launch option?
posted in Q/A Help
1
#1
0 Frags +

Hi.

I was curious to know if using the -threads # launch option was still viable these days or should I just let TF2 Source engine handle that by itself without forcing it?

Hi.

I was curious to know if using the -threads # launch option was still viable these days or should I just let TF2 Source engine handle that by itself without forcing it?
2
#2
2 Frags +

Don't set the launch option.

The in game cvar mat_queue_mode tells the engine whether to enable threading.

Don't set the launch option.

The in game cvar mat_queue_mode tells the engine whether to enable threading.
3
#3
1 Frags +
TechDudeDon't set the launch option.

The in game cvar mat_queue_mode tells the engine whether to enable threading.

Yes I know, but the -threads option is/was supposedly used to force the Source engine to use # of threads (in conjunction with mat_queue_mode).

Example would be someone with quad-core CPU would use -threads 4 to help the Source engine spread out the load over the 4 cores instead of just hammering 1-2.

[quote=TechDude]Don't set the launch option.

The in game cvar mat_queue_mode tells the engine whether to enable threading.[/quote]

Yes I know, but the -threads option is/was supposedly used to force the Source engine to use # of threads (in conjunction with mat_queue_mode).

Example would be someone with quad-core CPU would use -threads 4 to help the Source engine spread out the load over the 4 cores instead of just hammering 1-2.
4
#4
1 Frags +

The source engine (or any application really) has to be programmed to spawn multiple threads and pass information to each one for processing. This isn't an easy task, but if the application supports it it's automatic.

In this case, the in game cvar tells the engine which mode to operate in; you don't need to do anything in addition to that.

I bet you the -threads launch option does nothing, and I challenge you to benchmark it if you think otherwise :) (though it would make sense that setting -threads to something less than the number of cores you have would be detrimental)

The source engine (or any application really) has to be programmed to spawn multiple threads and pass information to each one for processing. This isn't an easy task, but if the application supports it it's automatic.

In this case, the in game cvar tells the engine which mode to operate in; you don't need to do anything in addition to that.

I bet you the -threads launch option does nothing, and I challenge you to benchmark it if you think otherwise :) (though it would make sense that setting -threads to something [i]less[/i] than the number of cores you have would be detrimental)
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