Hello,
this one might be a low priority one, but it's something I noticed and thought I should let you know. From what I can tell, UF uses image pixel column count to separate the image into pieces that are being worked on by each thread. This works fine in almost all cases, but I encountered something interesting. If only a small area is left for calculation, and it is comparatively narrow, UF won't spawn additional threads to work on it. I suspect it's set to spawn a new thread only per minimum amount of columns left to calculate.
As you can see in this screenshot, the fractal isn't finished, but UF only uses 5.5% of my CPU. Notice the narrow pixelated column:
Best regards
Phillip
//edit2: UF 6.03 + Windows 10
//edit: in case anyone wants to test this:
Fractal2 {
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}
Testgelände.ufm:testing_example {
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KMW3FbrYAb0Sx237lEe6laEiSXHz/8hbkja+a9Fiutqi
}
Hello,
this one might be a low priority one, but it's something I noticed and thought I should let you know. From what I can tell, UF uses image pixel column count to separate the image into pieces that are being worked on by each thread. This works fine in almost all cases, but I encountered something interesting. If only a small area is left for calculation, and it is comparatively narrow, UF won't spawn additional threads to work on it. I suspect it's set to spawn a new thread only per minimum amount of columns left to calculate.
As you can see in this screenshot, the fractal isn't finished, but UF only uses 5.5% of my CPU. Notice the narrow pixelated column:
![60c0a471182a1.png](serve/attachment&path=60c0a471182a1.png)
Best regards :)
Phillip
**//edit2: UF 6.03 + Windows 10**
//edit: in case anyone wants to test this:
````
Fractal2 {
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}
Testgelände.ufm:testing_example {
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KMW3FbrYAb0Sx237lEe6laEiSXHz/8hbkja+a9Fiutqi
}
````
edited Jun 10 '21 at 9:09 pm