This is what I dug up. I did make a mistake about the zero value. The zero value distributes the load across ALL cores.
Bitmask: 00000000000000000000000000000000 = Decimal 0
Processor affinity is off, and the load is distributed across all available processors.
Bitmask: 00000000000000000000000000000001 = Decimal 1
Processor 1 selected. The process will only run on processor 1.
Bitmask: 00000000000000000000000000000010 = Decimal 2
Processor 2 selected. The process will only run on processor 2.
Bitmask: 00000000000000000000000000000011 = Decimal 3
Processors 1 & 2 selected. The load is distributed across both processors, effectively the same as setting 0 above for Dual cores.
Because 0 puts the load across all processors and 3 puts the load on processor 1 and 2, they are essentially the same thing for Dual core CPUs.
For Quad core CPUs you can use more values:
Bitmask: 00000000000000000000000000000100 = Decimal 4
Processor 3 selected. The process will only run on processor 3.
Bitmask: 00000000000000000000000000001000 = Decimal 8
Processor 4 selected. The process will only run on processor 4.
And any combo between 0 and 15, for example:
Bitmask: 00000000000000000000000000000101 = Decimal 5
Processor 1 and 3 selected. The load is distributed across processor 1 and 3.
Bitmask: 00000000000000000000000000001111 = Decimal 15
Processor 1, 2, 3, and 4 selected. The load is distributed across all processors, 1, 2, 3, and 4.
This is a post from MaxMhz a while back in response to a question as to how to increase performance on my quad core rig. Please note that forcing Il2 to run on anything above 2 cores does not give me any better performance, HOWEVER running on two cores instead of one core gave me much better performance on the Black Death track, a 36% increase in the minimum frame rates actually.
MaxMhz
Posted Apr 26, 07 20:25
You could try ProcessAffinityMask=15 - that would spread the load over all four cores in your quad processor... ProcessAffinityMask is a bit-weighed value with each bit representing a thread/core
four processors would be binary 1111 (decimal 15)
The drop in FPS is probably caused by all the secundary explosions caused by pieces flying around from the primary impact. That takes a huge amount of processor power.
I hope this stuff helps.
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