moriador opened this issue on Oct 10, 2011 · 7 posts
vilters posted Tue, 11 October 2011 at 7:34 AM
@BB
The answer I got from SM was that synchronisation between the cores calculations was the main bottleneck.
A render can be cut in pieces and distributed as buckets among cores, but a cloth calculation that has to be one fluent movement calculated among several cores is not so easy.
sorry Enlish is not my native language, but You know what I mean.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!