Originally posted by Dreadzone03
i Turned off every other program other then RS to get as accurate a screenshot as possible. now there are still background processors that cant be turned off and that is unavoidable. However if what you say is true then it looks like loading, shader compilation, particles and more ( disk IO and Audio) at most only utilise 1-10% of each thread while the main thread hovers around 80%, i guess what i m trying to ask is, what aspect of the game currently that is in that 80% single thread that is can't be changed to run in a multi threaded workload instead? I understand that RS as a game would inherently never use more than a handful of cores, but surely it can use more then 1 thread at 80% and 15 threads at 5%?
https://imgur.com/a/VzdFA62
Most of the things I listed are quite heavy, and therefore beneficial to be multi-threaded, but only relevant during loading. You wouldn't see much work done by background threads while standing still with not many players around. In that case, we are left with particles, audio, a couple of other minor system and maybe some GPU driver threads, which are all lightweight, hence the numbers you are seeing. If you look at the graphs while initially loading the game, you should see much more thread activity.
The remaining main thread work is basically everything else. A good proportion of it is rendering, which is why it is next on the agenda to be multi-threaded. I believe we are also looking at multi-threading of animation. It is a gradual and complicated process to retrofit any multi-threading to an old game.