Also consider RTS elements, like assigning certain schedulers to handle workloads which are swappable and tuneable, maybe with some skill tree unlocks.

unlimited possibilities to expand the game scope through a tech tree: - Hyperthreading - interrupts - compressed main memory - L3 caches - TLB caches - CFS - cgroups - TSO/GSO - performance / efficiency cores - dynamic clock speed - thermals - PCI bandwidth / lanes - ...

Game could start with a single CPU and 2-3 processes and then all this comes on top step by step and you can automate it away through tech tree.

Severe Running direct process scheduling keyboard control game mechanic!

https://www.youtube.com/watch?v=lrUWFo2D1Xs

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