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I am not quite sure what specifically you mean, since multi-threading can be done in a lot of areas.
If you mean the renderer itself, that will become more multi-threaded with DX12 and Vulkan, since only those APIs were really designed for multi-threaded access to the GPU. So the load you currently have one the one render thread will be spread better in the future when support for those new APIs is done.
The game thread however is a different thing, and there its usually up to you to write your own code in a multi-threaded way using classes like FRunnable. If you however talk about some specific framework part that is not multit-hreaded enough, like CharacterMovementComponent or something like that, there it’s obviously up to Epic to do that. But those stuff is usually quite optimized already.
So maybe you should ask more specifically about the area where you currently miss multi-threading ![]()
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Thanks for the reply !
Yes, I think what I was referring to is the renderer API being multithreaded. UE4 is a resource heavy engine and not every individual can really run it on maximum settings on just one thread. I asked this in context of Squad, which you can visit at www.joinsquad.com. One of the guys there did a detailed CPU usage analysis and what he found was almost 70% of the load being on just one single thread. Squad is perhaps the only UE4 title that uses extensive engine features. I don’t own the game but I’ve been looking forward to buying it in the future post some hardware upgrades. Multithreading support has been somewhat vocal in their forums since quite a lot many powerful CPU owners too have expressed dissatisfaction in performance and core usage and developers’ efforts remain limited since its an API issue. But many even doubt DX12’s multithreading support. Are you sure introducing it will make a certain difference? Vulkan seems very promising though.