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its not like multicore is a problem for physic simulations either, all supercomputers wether they do finite element analysis, complex galactic simulation, chemical molecular simulation, nuclear reaction simulation etc all run on dozens of processors each of which is multicore and they have no problem with coordination, so we're just stuck in this cursed period that will be remembered as "the weird decade where the physic sandbox games were hard capped at a tiny simulation on all PCs regardless of hardware"
In real life you could flank them easily but because of the same performance problem of the unity engine, most battles in FTD are too small to have even enough ships to encircle like 2 crafts, so since FTD battles tend to be more like 1 on 1 duels, frontsiders just work incredibly well, all the best 1 vs 1 designs in FTD are just long tubes with like a third or half the length at the front being solid armor, if being flanked isnt a possibility, side and rear armor isnt needed
Even worse it uses the first core, the one every other program and operating system on your computer also runs on
So basically instead of using the processing power of a GPU or at least a full CPU, all unity engines can at best use a fraction of one of the many CPU cores, modern CPUs have 16 or 32 cores so all unity games (from the depths, kerbal space program etc) can at best use 1/6th or 1/32 of your total processing power, and realistically more like half of that, and if it could use the GPU more like 1/500 of the processing power of your PC
upgrading your hardware wont improve things, so rest assured that any big craft in from the depths makes every PC and supercomputer lag equally, simply because the code the game runs on doesnt have the option to use more than a single CPU core