In this thread Tantalus casually dropped, that 3DE confirmed still only uses 1 Core for the entire game. While they reworked the engine again to have multithreats for AOMRE.
I once again ask myself, why this wasnt done in firstplace, or backwards ported.
How do these guys get a massive essay post about the inner workings of their game with updates while meanwhile we’re barely even able to get “we’ll circle back”
WE took all our pleas for improving communication and fostering a healthy rapport with the community and applied them to other games. The same WE that consistently ignored years’ worth of bug reports then proceeded to gaslight us for them never being addressed. The same WE that lied about QoL for a patch that was 7 months in the making. The same WE that…
Yet, despite all this and more, some argue in favor of WE that all this is simply due to the fact that they are unfamiliar with the game.
WE could have done a lot, but they chose not to.
^ And therein lies the main issue. Do not bloviate about how much you care about this franchise when you treat a game with as much apathy as you have with 3DE.
I’m still holding out hope for more AOE3DE content after the second AOMR expansion. It’s unlikely, but who knows, the number of people playing AOE3DE on Steam is higher.
Our only value to them was to provide feedback so that they could make the other games they want us to play.
See? This is the only time when they consider the game worth mentioning: when contrasting their “great work on other games”:
Multithreading: The code base for AoE3: DE runs as a single main thread responsible for the world simulation updates, rendering, and various other main game loop activities. In AoM: R, the world simulation and main thread needed to do much more, so we separated them. A dedicated CPU core is now fully responsible for the single job of updating the world simulation.
Graphics: For AoM: R, we removed the old Granny 3D visuals system used by AoE3: DE and replaced it with a custom model system that would do everything needed with more control over features. The updates to the graphics systems allowed us to add new destruction systems, computationally cheap composite model definitions, raytracing support, and many other features. The graphics system runs primarily on the main thread but has many subtasks completed by worker threads.
Good luck to their major investments. Just don’t blame us for not consooooooming enough when WE drown