![]() Obtain a few new characterizations and representations of weighted Moore–Penrose inverse Derived representations are used for two purposes: (1) to Investigate the singular value decomposition and full-rank decomposition of arbitrary-order ![]() We introduce the weighted Moore–Penrose inverse of an arbitrary-order tensor. Introduced recently (Ji and Wei in Front Math China 12(6):1319–1337, 2017). Moore–Penrose inverses of even-order tensors in the framework of the Einstein product was The Einstein product have been investigated over the past few years. Within the field of multilinear algebra, inverses and generalized inverses of tensors based on Some numerical results are provided indicating the efficiency of the proposed algorithms. As the proximal variants of Jacobi-G and Jacobi-MG, we also propose the Jacobi-GP and Jacobi-MGP algorithms, and establish their global convergence without any further condition. This algorithm and the convergence properties apply to the well-known joint approximate tensor diagonalization and joint approximate tensor compression. We similarly establish the global convergence of Jacobi-MG under any one of the three conditions (A1), (A2) and (A3), if the subproblem can be always represented as a quadratic form. For the second class of homogeneous polynomials subject to constraints on the product of Stiefel manifolds, we similarly reformulate it as an optimization problem on the product of unitary groups, and then develop a new gradient based multi-block Jacobi-type (Jacobi-MG) algorithm to solve it. This algorithm and the convergence properties apply to the well-known joint approximate symmetric tensor diagonalization and joint approximate symmetric trace maximization. The convergence result for (A1) is an easy extension of the result in, while (A2) and (A3) are two new ones. Then, if the subproblem can be always represented as a quadratic form, we establish the global convergence of Jacobi-G under any one of the three conditions (A1), (A2) and (A3). For the first class of homogeneous polynomials subject to a constraint on a Stiefel manifold, we reformulate it as an optimization problem on a unitary group, which makes it possible to apply the gradient based Jacobi-type (Jacobi-G) algorithm. For the above reasons.In this paper, we mainly study the gradient based Jacobi-type algorithms to maximize two classes of homogeneous polynomials with orthogonality constraints, and establish their convergence properties. The overall CPU usage of the game is same, it looks like you still have some performance left looking at the task manager (since its showing average usage on the cores) but you don't. Only thing it could do is very slight FPS increase if it switches the ren thread to some other core than the first one.Īlso to note: cpu doen't need to run the single thread on the same core all the time, it can switch it to other cores. So assuming most of the people have 4cores, the game won't magically run faster if you use this tool that was made for Win XP. All the other thread for sounds and what not are very minor. One is sim, that includes all in-game simulation and AI, second a bit less cpu consuming is ren, which does all the rendering and UI. Now to FA, there are 2 major threads that make CPUs sweat. Especially if they dain a lot of CPU power. Win Vista and newer system are smarter and they spread the thread among the other cores. It could run all the threads on a single core. ![]() That screenshot is not proving much, well only that you don't know how it works.īack in the days of Win XP, if you run multithreaded game like FA. So: YES, Sheppy and speed2 SHOULD be right, and probably are for newer games, but NO, personal experience tells a very different story (for supreme commander and NFSHP, those were the only games where I tried it and noticed that it helped). As well as that no tool can make a game use more threads then it is coded to use. There is still the limit the main thread places on the core it maximizes, nobody disputes that. #SUPCOM CORE MAXIMIZER MANUAL#I can only suspect that older games for some reason do not work well with windows thread management(aka seem to partially block it), and that is the reason why manual thread placement works in those cases. Core maximizer, as far as I know, does basically the same, put threads on different cores, and additionally, tries to move all threads away from the main game thread (which is, what windows should do on its own). Ingame, I would notice much smoother gameplay, and I would notice it if I forgot to do it. That could be reproduced EVERY TIME, i.e. Yea SHOULD.įact is, when I disabled one core(usually the main core) for a game thread in task manager and then enabled it again, task manager would show a way more even utilisation between cores. I bet those naysayers simply follow the mantra windows should do a pretty good job so it cant be that core maximizer works. ![]()
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