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One, Two, Four: StarCraft II and Multicore

Posted 8th Aug 2008 12:21 PM by Kalos

Kalos' Chronicles >> One, Two, Four: StarCraft II and Multicore >> (1) | (2) | (3)

Quadcore.jpg


Will StarCraft II be Multithreaded?

To put it bluntly, most likely not. From what Leord's (admin of StarcraftWire.net) been able to persuade Xordiah to part with, Blizzard has not mentioned any significant focus on multicore developments [Editor's note: Neither StarCraftWire.net or Leord have received any new info besides what's been announced before]. Seeing as many games companies that are engaging in such games designed to take full advantage of multithreading push it as a selling point (as if it really means something to the playing experience...) while Blizzard is remaining fairly quiet about it, it would seem that it is not going to be one of the star features of the game. Indeed it would be fairly pointless for Blizzard's much loved attraction of the more modest gamer. While games like Alan Wake may take advantage of quad cores, they hardly run well on the average system used today, while Blizzard's games have always been dedicated to reaching a large audience who are able to play their games at the time of release without the most modern systems or the latest hardware, though in the case of World of WarCraft this is perhaps arguable due to its love of large amounts of RAM.

Multithreaded games usually need to be built up from day one on a multithreaded principle, but StarCraft II has been under way with a development team since 2003, over three years before dual cores even became a reasonable option for most gamers to use in their systems. Due to the development cycle to the game pre-dating the emergence of affordable multiple core processors it is doubtful that StarCraft II was designed with any real optimisation or advantage for machines operating with such a hardware specification. It would not be beyond them to have such forward thinking, as demonstrated by their use of Havok in StarCraft II they certainly aren't shy of using some pretty advanced features, but it is doubtful that it would really serve their purpose.

While I don't expect to see quad cores having any special benefits, it is likely some mild form of multithreading will be present if nothing more than the Dumb Multithreading that Windows and other operating systems usually engage in anyhow. Seeing as single core development has stagnated and come to a virtual halt in 2005 with no real new high performance designs since then, the ideal PC for StarCraft II would be one of the more modern dual cores such as the Core 2 Duo series from Intel or the Athlon X2 series as a cheaper option from AMD. While I made a joke and a mention in my StarCraft 2 System Requirements thread before, these are fairly high end CPU families today and by the time of StarCraft II's release they will be becoming older and common parts, and certainly capable of executing the game in a sufficient manner for a gamer.

I hope that this has been a useful read, feel free to make questions and comments here or on our Technical Support forum and most likely I'll be able to get back to you with answers and advice.


In a future instalment, Kalos will be looking over the purchase list to upgrade your PC for StarCraft II, so check back to Kalos' Chronicles!


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Page 1 of 1 pages
Leord
Posted 10, Aug 2008 01:27 AM
(0)
 

I can’t really stress this enough, but I find it really interesting to see how all these hardware technologies come together, and it all just makes sense when explained by an expert. Well, Not that Kalos calls himself an expert, he’s just to timid wink But I mean I thought I had a decent amount of knowledge, and it’s very refreshing to be filled up on ten times that information.

Thanks a million Kalos, I really appreciate the time you take to write this. I really look forward to the next edition! And some time in a distant future a buyer’s guide as well wink Don’t forget laptops in that guide though, I love laptops!

Reply
 
Troglodyte
Posted 10, Aug 2008 03:58 AM
(0)
 

Another excellent article Kalos and well written too.  I managed to pick up some info on multithreading that I wasn’t originally aware of.

You made a good point about the development start date for SC2; it might be unlikely that this technology will be fully used with the release but it’s definitely something that they should consider for future games.

I probably don’t know enough about game programming, but I assume it wouldn’t be feasible to “enhance” the code with the inevitable expansion?

Reply
 
Troglodyte
Posted 10, Aug 2008 03:58 AM
(0)
 

Another excellent article Kalos and well written too.  I managed to pick up some info on multithreading that I wasn’t originally aware of.

You made a good point about the development start date for SC2; it might be unlikely that this technology will be fully used with the release but it’s definitely something that they should consider for future games.

I probably don’t know enough about game programming, but I assume it wouldn’t be feasible to “enhance” the code with the inevitable expansion?

Reply
 
Yamael
Posted 11, Aug 2008 02:03 PM
(0)
 

This article was really interesting and well written, but you have left me with one doubt:

A game designed with multi-threading in mind so it takes good advantage of multiple processors / cores would run well in a single core computer, or would the constant switching between threads slow down the game? Of course we’re assuming the rest of the computer is up to par and capable of running the game.

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Yamael
Posted 11, Aug 2008 02:03 PM
(0)
 

This article was really interesting and well written, but you have left me with one doubt:

A game designed with multi-threading in mind so it takes good advantage of multiple processors / cores would run well in a single core computer, or would the constant switching between threads slow down the game? Of course we’re assuming the rest of the computer is up to par and capable of running the game.

Reply
 
Kalos
Posted 12, Aug 2008 11:59 AM
(0)
 

[QUOTE=Yamael;5641]This article was really interesting and well written, but you have left me with one doubt:

A game designed with multi-threading in mind so it takes good advantage of multiple processors / cores would run well in a single core computer, or would the constant switching between threads slow down the game? Of course we’re assuming the rest of the computer is up to par and capable of running the game.

Indeed, the overhead from managing and coordinating the different threads would be quite costly on a single core processor. I’d expect at least a 10% drop in performance, increasing as more threads are introduced. The threads often have to duplicate some of the same maths as they can’t pull the conclusion out of a seperate thread on that operation at the same point in time. There would be much greater performance benifits in multithread processing machines that decreases in the single thread PC market however. It is just a very difficult process to isolate areas of execution that can be processed seperately, not to mention isolating them from the main thread without making the whole thing inoperable: the main reason why multithreaded applications are usually freshly built rather than recrafting a single thread program, from what programmers tell me it is radically different.

Many applications on the small scale, without major processing demands, simply don’t benefit noticably from a multi-threaded nature, so amature small time programmers rarely go to the both of learning a set of styles that is overly complicated for what they are doing. Right now, multiparellelism in hardware works, but in most software it is ignored, for others it is nothing but a marketing gimmick, and in a minority it is actually benifitting the task. I believe the up to date versions of WinRAR and Photoshop take advantage for gains that can be seen in the time taken for tasks.

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Kalos
Posted 12, Aug 2008 12:13 PM
(0)
 

[QUOTE=Troglodyte;5606]Another excellent article Kalos and well written too.  I managed to pick up some info on multithreading that I wasn’t originally aware of.

You made a good point about the development start date for SC2; it might be unlikely that this technology will be fully used with the release but it’s definitely something that they should consider for future games.

I probably don’t know enough about game programming, but I assume it wouldn’t be feasible to “enhance” the code with the inevitable expansion?

It is hard to retrofit multithreaded subsections and actions into a multithreaded design, but I wouldn’t put it beyond Blizzard and their engine. I half expect them to make minor multithreading from the physics processing. It is hard to say what can be isolated and processed seperately, a typical example is AI but there is no evidence or sourcing to suggest such an undertaking. Features added later into the build, such as an expansion, I suppose would have a higher probability of being multithreaded that the original core components, it depends on what kind of things they’ll choose to add I suppose.

Reply
 
PS3
Posted 10, Nov 2009 07:16 PM
(0)
 

The PS3 is hard to program games for due to this reason; the Cell processor it uses is actually several cores of varying speeds and capabilities (making it a very strange choice for a games console processor by increasing the difficulty for developers but it does make for good boasting rights for Sony I suppose).

to verify PS3

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