While some stuff is nicely multi-threaded in ShaderMap nowadays, there are still calculations of maps that run on 1 thread only.
Since Intel and AMD battle each other for core count these days its common for content creators to have multi core machines.
Its a pitty if you have a 16 core system and see such CPU utilization and wait ages for the result (normal to displacement):


  • Hi Zom-B,

    Thanks for your feedback. I have spent a lot of time and energy into distributing map generation across all CPU cores, which makes me think there must be a reason that the Normal to Displacement map is only using a single thread.

    I will investigate that specific map and run a general audit of all filter and map plugins to see where I could optimize further. Thanks again.


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