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perf(physics): performance.multithreading switches the work over many threads, which each job sizes by how much it has: the physics steps a thread per 128 vehicle steps, up to all logical cores
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@@ -864,9 +864,9 @@ void opengl46_renderer::SwapBuffers()
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text += timeline(
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3,
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( counts.threads > 1 ?
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"steps on " + std::to_string( counts.threads ) + " threads: " + std::to_string( counts.groups ) + " groups, largest "
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"steps on " + std::to_string( counts.threads ) + " of " + std::to_string( counts.capacity ) + " threads: " + std::to_string( counts.groups ) + " groups, largest "
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+ std::to_string( counts.largestgroup ) + ", " + std::to_string( counts.maingroups ) + " in the main thread (forces by kind not timed)" :
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"steps on 1 thread (pool of " + std::to_string( counts.pool ) + ( counts.singlethread.empty() ? std::string{ ")" } : ", off by " + counts.singlethread + ")" ) ),
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"steps on 1 thread of " + std::to_string( counts.capacity ) + ( counts.singlethread.empty() ? std::string{} : ": " + counts.singlethread ) ),
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"" );
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char const *const kindnames[] = { "rail, within ", "rail, farther", "road, within ", "road, farther" };
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text += timeline( 3, "by kind (near: " + nearlimit + ")", " count stand forces update" );
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