To be implemented in the D3D11-specific renderer implementation and its OpenGL counterparts. :-)
The engine already contains a robust and "battle-proven" sub-library I call the "HAI" (Hardware Abstraction Interface). It can pull all of the important information about a machine's graphics hardware from DXGI or OpenGL, and it also finds (among other things) the amount of CPU cores, total physical memory (RAM), HDD space, logical drives, etc. My D3D11 renderer implementation will of course use that to allocate rendering tasks to dynamically-generated threads, the number of which is selected to be optimal for the CPU speed and the amount of cores.
Wow, i think this was a lot of work and many ifdefs. (-;
I thnik allways the solution is what fit for your needs and if you have selfmade code you understand you get even more productive
enstead of learning lots of diffrent tools and Version changes.