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<b><a class="bz_bug_link
bz_status_REOPENED "
title="REOPENED - Divinity: Original Sin Enhanced Edition(Native) crash on start"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93551#c42">Comment # 42</a>
on <a class="bz_bug_link
bz_status_REOPENED "
title="REOPENED - Divinity: Original Sin Enhanced Edition(Native) crash on start"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93551">bug 93551</a>
from <span class="vcard"><a class="email" href="mailto:axfelix@gmail.com" title="Alex <axfelix@gmail.com>"> <span class="fn">Alex</span></a>
</span></b>
<pre>(In reply to Thomas J. Moore from <a href="show_bug.cgi?id=93551#c32">comment #32</a>)
<span class="quote">> Created <span class=""><a href="attachment.cgi?id=125302" name="attach_125302" title="Simple LD_PRELOAD shim to apply necessary patches for divos">attachment 125302</a> <a href="attachment.cgi?id=125302&action=edit" title="Simple LD_PRELOAD shim to apply necessary patches for divos">[details]</a></span>
> Simple LD_PRELOAD shim to apply necessary patches for divos
>
> Game works great for me with the above patches (thanks to those who figured
> this out!). However, since they are not likely to be incorporated into
> Mesa, and patching my system Mesa just for one poorly written game is a bad
> idea, I think one of two alternate solutions needs to be provided. My
> preference would be to patch the game binaries. I don't really want to mess
> with that right now, though (especially since I can't easily locate where it
> does the vendor check). The other would be to provide the patches in the
> form of an LD_PRELOAD shim. I have attached the source code for one that
> seems to work for me.</span >
Would it be possible to add another function to that shim to override the
output of sysconf (_SC_NPROCESSORS_ONLN)? I spoke to the developer and
apparently the game will only use as many "worker" threads (indicated by "[N]
WT" in the app title bar) as your number of cores minus the main thread, but if
you're in an environment where your single-threaded performance is heavily
constrained (e.g. a Y series Intel notebook chip like mine, when using the iGPU
throttles the CPU speeds) but you have multiple cores available, this isn't
ideal. From looking at my CPU usage under Divinity I'd really like to be able
to hack it to give me 2-3 worker threads instead of 1 to see if that helps
performance at all... I don't have much C experience though.</pre>
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