@ThomasJohansen Multi-threading is quite a complicated topic. If you look at things from Windows task manager, it shows usage for each CPU
core, which is not the same as individual threads. Windows together with DX11 and drivers can do some magic and split the load even if your application is only coded to use one thread. So for example if you get the non-multithreaded instructions X-Y-Z in sequence, Windows likes to assign them to core 1, 2, 3 instead of running them all on core 1.
This, however, does not give the same benefit as true multithreading. The app still cannot run these instructions independently, so it has to wait for core 1 to finish before core 2 can continue and finally core 3. Due to the microseconds or less of switching time between cores, in Windows task manager it looks like each core is simultaneously active whereas in reality they are necessarily not.
Since I can't explain this any better, the short answer is to use a tool like Process Explorer to get actual thread usage (right click on rF2 process after game is started and go to Threads tab). This will show
real threads the rF2 uses at any given time, not just the magic that Windows does with shuffling cores. When I last tested this about a year ago on my Ryzen 5 3600 (6C/6T CPU), rF2 showed the following:
2-3 threads with moderate load, one with the highest
3-5 ones with light load
You can also get an idea of the use from Windows task manager obviously, but it won't be as accurate due to aforementioned magic shuffling. If you have a CPU with relatively few cores, it will probably look like rF2 is using them quite evenly. On my 6C/6T CPU, even Windows shows quite a few unused cores.
And finally to the question you asked, yes, rF2 AI is still single threaded from everything I read on these forums, but Windows can obviously do the shuffling and get around some of it. It's really only the graphics part of rF2 that can efficiently use many threads.