Mutli core processor use

Hi,

Does anybody know if the new engine will take advantage of multi-core processors? In PC with a lot off people my beast of a machine can't coop it at times, and checken my cores I see only one core is used. Will this change in the new PZ engine? I can imagine with all the foilage, animals, people, buildings etc. this game stresses the proc even more then PC does. Anyone knows?

Omeslikkum
 
No idea. I asked a similar question. I hope some dev can answer this soon. Multi-core processor support on these type of games is a must. So I’m hoping they will implement it.
 

Joël

Volunteer Moderator
Planet Zoo wil have multi-core support, just as Planet Coaster has multi-core support.

The reason why you see only one core being used is because Planet Coaster uses DirectX 11, which can only use one CPU thread for DirectDraw calls. This is a limitation of DirectX 11. Planet Coaster can and does use up to 8 cores.

Whether Planet Zoo will be the same or will be able to use DirectX 12, which can multi-thread it's DirectDraw calls, is something that hasn't been discussed yet by the developers, so we'll have to wait and see about that matter.
 
Planet Zoo wil have multi-core support, just as Planet Coaster has multi-core support.

The reason why you see only one core being used is because Planet Coaster uses DirectX 11, which can only use one CPU thread for DirectDraw calls. This is a limitation of DirectX 11. Planet Coaster can and does use up to 8 cores.

Whether Planet Zoo will be the same or will be able to use DirectX 12, which can multi-thread it's DirectDraw calls, is something that hasn't been discussed yet by the developers, so we'll have to wait and see about that matter.
Joel,

Thank you for this post. It's clear now, and I do hope you will use DX12 in PZ. My Core i9 64gb mem, GeForce 2070ti can choke in PC. And as I understand you this come because of the DX11 single core issue. DX12 is on the market since 2015 so I really do hope the devs will use it. But for now a clear answer sir.
 
Planet Zoo wil have multi-core support, just as Planet Coaster has multi-core support.

The reason why you see only one core being used is because Planet Coaster uses DirectX 11, which can only use one CPU thread for DirectDraw calls. This is a limitation of DirectX 11. Planet Coaster can and does use up to 8 cores.

Whether Planet Zoo will be the same or will be able to use DirectX 12, which can multi-thread it's DirectDraw calls, is something that hasn't been discussed yet by the developers, so we'll have to wait and see about that matter.

See the difference here

Looking ahead the good news we hope is with the new xbox PS consoles there will be a push for more convergence on graphics, gameplay optional.
 
Planet Zoo wil have multi-core support, just as Planet Coaster has multi-core support.

The reason why you see only one core being used is because Planet Coaster uses DirectX 11, which can only use one CPU thread for DirectDraw calls. This is a limitation of DirectX 11. Planet Coaster can and does use up to 8 cores.

Whether Planet Zoo will be the same or will be able to use DirectX 12, which can multi-thread it's DirectDraw calls, is something that hasn't been discussed yet by the developers, so we'll have to wait and see about that matter.
As we are just a month away from the beta I would suspect the decision to support DX12 or not will have been made so I wanted to bump this question. Is there anything you can share about it?
 
He can't. He is not a developer.

At the moment, I am fairly confident that the game will not support DX12.
 
Wasn’t DX12 the reason, why FDev dropped Mac support for ED? Or did I get this wrong?
Planet Zoo is running on an advanced version of the Cobra engine (I guess, solemnly based on time passed). Couldn’t it be possible that they use the more modern DX technology?

I still think, you are correct, Luuknoord. Unfortunately.
 
I wouldn't know honestly.

But I do know, I have F1 2019. And I can tell for certain at the moment, that the DX12 version runs really terrible (at least on my machine).
So if DX11 is a working technology with lesser issues than DX12. I'd rather have DX11.

The problem we have here, is that we do not know how the game would run with DX12.
 
I wouldn't know honestly.

But I do know, I have F1 2019. And I can tell for certain at the moment, that the DX12 version runs really terrible (at least on my machine).
So if DX11 is a working technology with lesser issues than DX12. I'd rather have DX11.

The problem we have here, is that we do not know how the game would run with DX12.
Seems like you haven't experienced the DX11 issues with Planet Coaster? It had rendering issues when a park got "big", even on powerful hardware. I don't want that bottleneck to be there in Planet Zoo.
 
Which is based upon personal experience.

My i5-6500 combined with my GTX 1050ti performed fairly good in Planet Coaster if you ask me.

Would DX12 changed that? We don't know. So saying it is better does not hold up without any arguments that can be checked.

All I know is, that a game that requires a lot less calculations, and much more works with fixed objects, like F1 2019, does not offer better performance with DX12 compared to DX11, why would a massively complex game as Planet Coaster (or Planet Zoo) have better performance with it?

There are so many question marks that still rise with the use of DX12 today, which to me is enough reasoning to not use it.

That being said, I'm not against improvements in any way, be it DX12 or something else.

But saying it is better in any way,does not sound correct in my ears as there is no proof (yet) for that.

IF we would only be able to test it in Planco or Planzoo we could know more.
But I'm sure this has been thought over by the devs, and if it does not support DX12 which we don't know yet, they probably have their reasons for it.

Also, how much did DX12 improved in the previous years since release?
 
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Which is based upon personal experience.
No, there are tons of threads on Reddit and Steam on this topic, it's not just my experience. If you do a bit of googeling you will find lots of examples.

Would DX12 changed that? We don't know. So saying it is better does not hold up without any arguments that can be checked.

Yes. Like Joël says in his 3th comment, there is a limit on the amount of draw calls you can make with DX11. DX12 does not have that limit. So by definition DX12 would solve this problem.

Also your system doesn't seem faster than mine so I'm wondering how your framerate is with more than 3000 guests in a park with a good amount of decorations...

Maybe the devs have found an other solution to optimize for this, they are doing fantastic work on so many fronts so they are certainly capable. I don't want to complain, I would just be really happy if they found a solution for this problem.
 
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I don't calculate framerates, I trust what my eyes see and what my brain does with that.
And to me it looks fine. Which doesn't imply it's perfect either.

All those threads on Reddit are all based upon what a person experiences. I didn't say yours is the only one that is different.

Like said, I'd like a solution as well, but DX12 doesn't sound like a guarantee for instant succes as many claim.

This of course is only my view of it. I could be totally wrong as well. And would like that to be exactly the case.
 
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I am running a Ryzen 7 1700 @4ghz and a 1080ti with 64 gb of ram. In Planco, when my parks would get large, I would see one processor core running at 100% and 15 others hovering between 0 and 10%, and my GPU sits between 30 and 40% usage. I would be running under 30 FPS, sometimes under 15 FPS. What that tells me is that my frames are being severely limited by the dx11 render pipe as I have a lot of GPU and CPU headroom not being utilized at all.
 
Yep, it's unfortunately a limitation of, for the most part, DirectX. Games and software can use multiple cores, and threads, to do multiple calculations at the same time. Before dual-core CPUs were a thing, a CPU could only do one thing at a time, because it only had one core and one thread. Nowadays, CPUs can do many more things in parallel. However, when rendering real-time 3D graphics, in games, the CPU creates the instructions, the draw call, for the GPU to render. Before DX12, draw calls could be created in any thread, but all had to be processed in a queue, one at a time. This meant that only one core/thread worried about sending draw calls to the GPU. And hence the possibility of causing that core to max out at 100%, forcing the GPU to wait. This creates a CPU bottleneck, where the GPU simply has to sit idle to wait until the CPU is done with the draw call.

With DX12, multiple cores can send draw calls to the GPU, all of which will be handled in parallel, thus offloading the CPU load from one core to multiple. But, does that mean games don't use multiple cores? No, games are designed to run on multiple cores/threads. One core can be used purely for draw calls, and others for other calculations that can also take time. If certain calculations can take a while to finish, having another core continue doing other work means parts of the game doesn't have to wait.

Unfortunately, DX12 is a bit of a mixed bag. In some cases it works, in other cases it causes more problems. So I can see why the devs would be reserved to switch over. Essentially, and ironically, the fewer cores your CPU has, the better it can be for gaming. That's because fewer cores with a similar total frequency means each individual core is faster. A larger cache (known as T1/T2/T3 cache) also means it can process more data stored in memory. Fewer cores means fewer things can be done in parallel, but also means each core can process things much faster. But I'm confident DX12 and other graphics APIs will improve, since newer CPUs are getting more and more cores and threads.

TL;DR 😂 It's a computer thing...
 

Joël

Volunteer Moderator
As we are just a month away from the beta I would suspect the decision to support DX12 or not will have been made so I wanted to bump this question. Is there anything you can share about it?
Sorry for not getting back to you earlier.

As explained by Luuknoord; I am not a developer, I am merely a volunteer moderator on these forums (and an ambassador for the game).

I hope that Planet Zoo will have support for DirectX 12. We will probably get the answer to that question when the Beta starts on 24 September.
 
They're making the game Directx11 because supposedly most people are still on Windows 7. With Directx12, it requires Windows 10 or later. With the bulk of people not using Windows 10 for their own valid reasons, Frontier has decided to make the game Directx11.

That's the advantage of Directx12. I like Windows 7 but it's better to use the latest OS rather than an OS which is already 10 years old. The game will utilize all the cores your CPU has, but it will only efficiently use a mere ONE of your CPU cores, leaving the rest of your CPU cores hovering around 5-20% utilization. This is a simulation game, and simulation games could use some more efficiency and better communication between the CPU and GPU rather than this Directx11 thingy.

One way to help is to overclock your CPU. An overclocked Intel Core i7-6700k, 8700k, 9700k or Intel Core i9-9900k at 5Ghz may help, but is best watercooled, but there's only so much optimizing Frontier can do with Directx11. Another is not to go too craycray and build humongous zoos. It is a piece by piece game, and Directx12 would have done a noticeably better job.
 
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