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which games are generally GPU intensive and which are CPU intensive? - Page 3

post #21 of 24
there's too many variables and every game will be different, a general trend though, multiplayer and openworld games will be more CPU intensive compared to Cod single player or a racing game like Grid2 that is offline or doesn't have to load lots of things at once.
     
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post #22 of 24
ArmA franchise. not sure if it is the game that is just so CPU demanding or lazy/amateur devs @ Optimizing. Crysis 1 looks even better GFX wise. but hey the game is still good.
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post #23 of 24
Quote:
Originally Posted by SectorNine50 View Post

What the GPU can calculate is the difference.

Otherwise all of our CPUs would be GPUs. Think about it.

True IMO. Since CPUs are more designed to for better handling/processing of data unlike a GPU which is designed to use huge chunks data for intense calculations like multidimensional vectors, matrices etc.
CPU & GPU are too complicated for we people to make fair comparison. GPUs are basically highly parallel and very highly efficient DSP (Sigital Signal Processors) which are different from CPU.

Quote:
Originally Posted by _02 View Post

It depends on how the developer implements the system to use the resources.

If your game (like in Frostbite) uses a software engine to handle audio, the CPU is taking that load.

I think it depends upon the software. But in general YES, software rendering is CPU dependent and where even your RAM plays a major role biggrin.gif
Quote:
Originally Posted by SectorNine50 View Post

The only time a GPU is more effective at math than a CPU is when the threads are extremely parallel.

Many GPU accelerated operations are effective because massive amounts of data needs to be calculated that don't rely upon another thread's "answer."

Physics would make sense on a GPU because each particle has it's own path that needs to be calculated. AI is hit an miss. If you have lots of AI objects that don't rely up on each other, a GPU is appropriate. However, if you have a single string of logic that needs to be executed, then a CPU is going to be better.

Plus, think about all the background processes required to bring all of this together. CPU/GPU usage really does vary greatly on the application.

Why can't GPU make serially dependent calculations independently, and if you say its more CPU oriented then why? Because even CPUs are parallel nowadays like the one I have is parallel with 8 threads (though these 8 threads run on CPU cores not shaders wink.gif ).
Quote:
Originally Posted by hazarada View Post

as of DX11 with multiple UAV's available they dont even need to be parallel anymore, one shader core could be calculating ai while another does global illumination or whatever. And its not like you only have one AI instance in a game at any given time or one of anything, they all come in bulk these days.
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post #24 of 24
A game is a combined effort of CPU+GPU, logically speaking, as someone up here also pointed out, a slower part would let you feel that the game depends on it.

Maybe it just depends on what bottlenecks your system, CPU or the GPU.

It is like for eg. a formula-1 (GPU) and an SUV (CPU) running at top speeds and the fuel (data) is supplied to the formula-1 by the SUV. Imagine what'll happen, formula-1 would burn the fuel run at top speed and wait for the SUV, the SUV would then reach up to F-1 and resupply the fuel. If the SUV is a Hummer and they are fast then SUV replaced by a Ferrari would make them even faster.

I hope it's a good example biggrin.gif
Edited by imran27 - 9/3/13 at 5:35am
    
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