Ok, noted. I think I was misunderstanding sleep/cpu time/cpu tick.
Indeed when more AI are present, the percentage for physics is at 20, while alone it barely reach 1. What is logic.
A simple side question : is LFS limiting the cpu usage to compute frames ? for instance, in my case I suppose the clock frequency is getting somewhere at 5GHz when a single core is stressed, and so LFS displays a huge amount of FPS (more than 1300 when alone). But in the mean time LFS knows that my screen is limited to 60Hz => how is handled the thing in the end : does the couple cpu/gpu has really computed the things (1300 fps), but forbid the gpu to send this flow of framerate to the screen ? or is it done anyway, and the screen discard the unecessary frames ?
I know in the past there was some strong proselytizing (
) for using vertical synchronization to have fps matching the screen max frequency, but at my level when doing some tests in various games, I tend to have a slightly less fluid experience than not using it ... it is of course very subjective I guess.
Anyway Scawen, I hope you wil succeed to find how to implement the facility for multithreading capabilities for LFS
, it ease a lot the cpu consumption for a given result in the end.