View Full Version : Comments about the implementation of multithread support
BushViper
December 4th, 2024, 01:32
I haven't used FG in a little over a month (vacation), but today I updated and read the patch notes where I saw the multithread support for data.
I hope it's not placebo, but opening asset folders feels much faster. I have a massive campaign folders with dozens of .mod files and prior to the update, things were painfully slow. In fact, that particular performance element was one of the things about FG that really, really irritated me. However, things seem to be MUCH better.
Is it me or is anyone else experiencing similar performance gains?
P.S. I have two PCs I use for FG. One with a 7800x3D processor and an older machine with a 10600k and both are dramatically improved.
Laerun
December 4th, 2024, 18:00
I haven't used FG in a little over a month (vacation), but today I updated and read the patch notes where I saw the multithread support for data.
I hope it's not placebo, but opening asset folders feels much faster. I have a massive campaign folders with dozens of .mod files and prior to the update, things were painfully slow. In fact, that particular performance element was one of the things about FG that really, really irritated me. However, things seem to be MUCH better.
Is it me or is anyone else experiencing similar performance gains?
P.S. I have two PCs I use for FG. One with a 7800x3D processor and an older machine with a 10600k and both are dramatically improved.
They had to recently roll back the multithreading support, however, prior to 4.6.0 it was already much better than before. I hope they can track down and squash some of the more recent issues.
BushViper
December 4th, 2024, 20:43
They had to recently roll back the multithreading support.
Not great. I hope they're able to work it out and bring it on line. The Unity engine greatly benefits from multiple cores and I'm genuinely confused as to why it's creating so many issues for FG.
LordEntrails
December 4th, 2024, 21:32
Multi threading does not appear to be what's creating the problems. I think they refactored the image processing in FG and that has caused most of the issues that seem to be plaguing 4.6.
Do note that SmiteWorks has acknowledged this release was not up to their standards. They are working to resolve all the issues with it and have already starting capturing issues so that they can improve the process for future releases (so these issues don't happen again).
Vass_Dts
December 5th, 2024, 02:17
I think they didn't roll back multithreading, but they temporarily rolled back some of the hotfixes last week. But AFAIK these should be back in currently.
Laerun
December 5th, 2024, 10:03
They had to recently roll back the multithreading support, however, prior to 4.6.0 it was already much better than before. I hope they can track down and squash some of the more recent issues.
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