As has been said I've been doing a lot of research work on multi-threading and how to improve performance.
There are really two things that are important, firstly (and most importantly to me) is to avoid frame pauses[1], secondly the overall frame rate. Recent changes to the model loader (DDS texture cache) have reduced frame pauses but there are still things to improve. These two things are also referred to a system load and latency - and are equally important.
For research purposes I managed to get the rendering to run in a separate thread to the main simulation loop- and this gives a small increase in performance - effectively the bit at the end of the OSGStats histogram - on the F-15 this is around 5-7ms[2].
I've spent a lot of time optimising the F-15 over the last few years in general and the last few months in particular - both the 3d and also the Nasal / Canvas to get to the 5-7ms figure and not all aircraft are this well optimised - but there's not a lot we can do about that in the core.
What Fernando is saying makes a lot of sense to me - that we should be looking to find a way to get more performance on the rendering side as that's what generally limits the frame rate - on my system I did once manage to get a 90% GPU load and a 75% CPU load for FG by enabling 20 OSG Database threads but generally both the CPU (single core) and GPU are running at close to 90% on my system with OSM and high random vegetation.
What Thorsten says also makes a lot of sense - as to take advantage of any rendering improvements generally requires artistry and contributions. Maybe we should be thinking of someway to restart a coordinated scenery development project as there are definitely contributors that are interested in working on scenery. Scott has been doing good work making Terragear stable, but it might be that we should also investigate using Virtual Planet Builder as that is something that Robert has said he'll be working on for VSG (but I'm not a scenery expert so I don't understand the complexities in doing this)
Again I think it is generally understood that the lack of LOD in the terrain mesh is contributing to overall system load - and good progress was made on fixing that with the nextgen scenery project but work on that is currently stalled.
What I think is the best long term solution is to split the rendering into a separate process and keep rest the same - as long as an aircraft model can consume no more than 6.2ms per frame (peaking at 8.3ms) we can have at 120hz simulation core that can then feed the rendering process possibly using CIGI[3]. Now it maybe that I'm biased towards this approach because it's what the big sims have been doing since the advent of digital image generation.
The only way I can see of truly making use of lots of cores is switching to Vulkan because OpenGL is essentially single threaded. I've been following the VSG (Vulkan SceneGraph) development lists and progress is being made and this is likely the long term direction that we will need to take; and it might be that this is the time to separate out the rendering.
In the short to medium term we can only improve what we've got, firstly with compositor, possibly with nextgen scenery but multithreading isn't going to play a major part unless we can separate out the rendering so we'll be using 2.5 cores.
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[1] a frame pause is where the system stops rendering for a few frames
[2] this figure can vary with extra system load such as AI Traffic, AW, MP
[3] there is a good opensource CIGI implementation reference
http://cigi.sourceforge.net/