Well, if the latest Star Citizen patch seems better on the CPU, it's cuz after MANY weeks, whoever left Sleep (0) in the code, has now changed it to Sleep (1). Attached disassembly.
Of course, they need to ask Amazon why they literally removed almost ALL the calls to the devastating CrySpinLock in CryEngine. Star Citizen still has DOZENS in there. Each one can tied up a CPU to 100% utilization.
At this rate, I'm just going to have to keep disassembling this whole mess and just fix the performance bugs myself. God I hope they sue me. That would be hilarious.
They're literally not even touching the networking - at all. EACH client is still sending close to 4K bytes PER SECOND to the server; which responds with ->>> LOL!! ->>> over 170K bytes. To EACH client. I don't even.
These clowns aren't making an MMO. They NEVER were. They're stitching exceptionally buggy code in a cookie-cutter networking layer in an attempt to make something.
Going to say this again. This is never going to be an MMO. The best backers can hope for is a bog standard multiplayer game - which they currently have. Those $1000 chariots will NEVER work in it. Which is hilarious to me.
They've got over 400 CrySpinLock references in this. OMG! Please call up CryTek and ask them why that's very - very - bad. Like BAD.
And they're still using the base CryEngine + CryNetwork because they haven't actually migrated to LY fully. e.g. calls like CSocketIOManagerSelect::PushUserMessage were removed by Lumberyard, but still in Star Citizen.
Star Citizen CPU cores in motion. i.imgur.com/mV9bFz7.gif
unroll
Share this Scrolly Tale with your friends.
A Scrolly Tale is a new way to read Twitter threads with a more visually immersive experience.
Discover more beautiful Scrolly Tales like this.
