@necropxhyte I hope they have split workloads appropriately between cores as should be done in big games. Usually, you have general processing on Core 0 and others like Physics and possibly particle systems each on a separate core again.
It is entirely possible that the game code is not thread-safe, meaning that the behaviour is non-deterministic i.e, code run across threads are not timed correctly to achieve expected performance in terms of fps and timed functionality.
I suspect this is the case because I have encountered numerous scenarios which are out of sync. A prime example is when transitioning from the ship hangar view to map loading. Multiple times I have had it swap back momentarily to the ship view before the loading screen flashing up for the last time. A similar scenario also occurs where after locking onto an air vehicle and losing the lock, a few seconds later, the lock becomes re-acquired without any aiming or line of sight of the target. There are more scenarios also... I don't think it's a coincidence.