I'm doubtful. To my knowledge TPT still only uses one core, with possible exception to newtonian gravity.
Tricks with RAM frankly wouldn't make any difference, since by and large storing any of TPT's information in RAM that isn't normally there would only slow things down. And no, you cannot divide the screen into four sections and give each section a different core, the particles in the game store their own location in memory, which makes their location on the screen irrelevant.
Multi-threading the game would be fairly cool, but frankly we've already had a major speed upgrade just recently. One thing at a time.
...Also, you realize that the current particle cap is about the same as the number of pixels in TPT's screen? What good could come from increasing that besides more lag?
8 threads at maximum can make sense. beause the more threads are there the more additional time (when switching) they need so the if threads count is more than core count they become uneffective (except if programm parts should be ran indepedently)