Could you give the number of nodes per second with various multipv and the
engine you use ?

I know well the code you used by many engines for multipv, so I know what
impact it has. But maybe other engines behave differently (which I don't
understand : sorting scores and lines before an output is marginal).
You can always set multipv=1 manually before analysing.

Pascal


For examples of engines that take longer to reach a given depth using
multipv, take a look at Toga or Rybka. But setting multipv=1 solves my
problem simply enough (for some reason I thought that this didn't
affect the number of pv used in game analysis) !

Thanks.

Zarkon

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