I don't know if you're right saying that the tick will not be a bottleneck
For every object that has a position and is not static we have around 20 (or even more; i have no clue, how many basic operations ogre vector operations take) operations every tick, which makes quite a lot of operations for hundreds of objects. Maybe it's not the most computation expensive part, but isn't it always good to enhance as much as possible (in this case make it parallel) ?
Most developers start out to redesign the engines to run on 2 cores. Others at 3.. etc? The basic principle for the design should be that we should be able to run on any number of cores, and be able to achieve almost linear performance boost on the number of cores. So designs like: There is one rendering thread, one game simulation thread and one physics simulation thread?, are out of the question. I don?t think we should even bother with constant multipliers? I better wait for CPU to double or triple in speed!
I totally agree with the writer. We should not focus on having 4 different threads, but we should try to use as many threads as possible. If we don't then we can start all over again in some years when CPU's will maybe have 8+ or 16+ cores. So our aim should be (as mentioned in one of reto's links) to scale up performance linear (or even quadratic if possible

) with number of cores.
"I should point out that even though Ogre is not thread-safe, there is no reason why your application cannot use threads. It just means that you cannot have multiple threads which deal with Ogre. As long as you make sure that only a single thread handles all your Ogre-related tasks, you are free to run your sound engine or AI scripts in other threads."
does that mean, that while ogre is rendering we may not access our WorldEntities (they all use scenenodes) with any other thread ? Or does it mean we may only READ the objects while rendering ?
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