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== Haswell-E Overclock Leaderboard & Owners Club == - Page 2023

post #20221 of 22287
The thing about the E series chips is that they are amazing for doing CAD/CAM, video rendering, or playing games like GTA V where you really need the CPU oomph. I jumped from 90 stable at 1440p ultra in GTA V to 90 stable heavily modded ultra 1440p going from my 4790k to my 5930k.
post #20222 of 22287
Quote:
Originally Posted by Ithanul View Post

Well, you also got to consider that high end PC gaming is still a very niche market segment.

This is code, if you handle 4cores you can handle 20, off course one has to be able to code properly which seems to be the main issue here...

Anyway, any of you guys running a set of trident-z ? Any issue with the setting of the xmpp profile?
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post #20223 of 22287
Quote:
Originally Posted by zipeldiablo View Post

This is code, if you handle 4cores you can handle 20, off course one has to be able to code properly which seems to be the main issue here..

This is really contradicting yourself.
There's almost no games out there that account for scaling and parallel processing what so ever beyond 3 cores, and its still rare to see something that's designed to use more than 2 cores.
post #20224 of 22287
Did the 6700K ever come out about the whole "inverse hyper threading" tech based on VISC arch? http://www.softmachines.com/soft-machines-unveils-visc-microprocessor-architecture-breakthrough-revives-performance-per-watt-scaling/
post #20225 of 22287
Quote:
Originally Posted by MissHaswellE View Post

This is really contradicting yourself.
There's almost no games out there that account for scaling and parallel processing what so ever beyond 3 cores, and its still rare to see something that's designed to use more than 2 cores.

Because they either use a constant value (4cores for example) which sets a maximum or they just are ****ty developpers.
What i mean by setting a maximum is that they basically developp games to use a specific number of threads (assigning specific parts of the program to specific threads) instead of properly implementing multithreading.

Remember the dx12 note ? When they said to the developper that they changed the api so now people wouldn't be able to trick the system to artificially boost performances and will have to implement it properly.
And we can look at recent pc ports like the last batman, you cannot expect from people unable to do a proper port to be able to deal with intense multithreading.
This is such a pain because we loose so much performances...

I read a blog article not so long ago about a developper leaving ubisoft, he stated that basically some guys would only implement some small items in the game because they were so many people to work on the game (about 100 studios all around the world so developpment would go on 24/7).
You had to go through at least 4 responsable to pass a request... meaning in big studios they are restricted so much they cannot even do proper work even if they were able too :/
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post #20226 of 22287
I can understand why being upset that that the games don't take advantage of more hardware, but goes right back to the fact not everyone running 4+ cores or even SLI/Crossfire.

A studio is just not going to waste time trying to code for a small percentage. Time is money for a business of any sort.

Though DX12/Vulkan does give better scaling across threads, it goes right back to if the studio will utilize that by coding for more cores. As the developers still have to use the API and code for it.
 
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post #20227 of 22287
Quote:
Originally Posted by MissHaswellE View Post

Lets be honest here multicoring won't really matter in future games that much. DX12 doesn't really do much, and developers have to comply with multicore.
We've had quadcores and better for more than 8 years now, and developers still don't code games with multicore support that utilizes more than 2 or 3 cores consistently.

We now have easily accessible hexcores 12 threads, and still game development companies aren't accounting for it, and the most popular gaming CPUs remain the i5 because no one who games really needs anything more than 4 cores 4 threads.

Blame the consoles and Blame the developers, because the access to multicore performance has been here for a very long time at this point, and next to no games on the market even care beyond 3~4cores.

"DX12 will change this!"
DX12 arrives and is utiltized and has minor performance gains based on API improvements, and not CPU performances.
This issue lies in the hands of developers, not the technology.
Same reason we've had SLI/Crossfire for more than 10 years, and still the industry shirks and ignores it.
Just because the hardware industry provides something to the software industry, doesn't mean the software side is going to eat it up instantly as best it can.

Ever hear the phrase "You can lead a horse to water, but you can't make it drink."?
"You can give a software dev SLI and 8 threads, but you can't make them code for it."

Would love to see this change in the figure but since the latest developments of the gaming industry and game popularity is aiming towards the budget range cards, EG RX480, GTX 1060, and the most popular games the market hitting over 90FPS maxed out on said cards, plus the factor of Consoles still holding back PC games.... I don't see a shift in the market anytime soon.

Well, apparently there are some games loading all cores

https://m.youtube.com/watch?v=pBqXgd5UDLs
Edited by damarad21 - 8/25/16 at 3:53pm
post #20228 of 22287
Quote:
Originally Posted by MissHaswellE View Post

This is really contradicting yourself.
There's almost no games out there that account for scaling and parallel processing what so ever beyond 3 cores, and its still rare to see something that's designed to use more than 2 cores.

lol. Are we talking threads, or cores here with SMP?

There are many triple AAA games that can scale well beyond 3 cores. I've seen some games take advantage of 6+ threads. BF4 / battlefront is one of them. You don't want a thread to be pegged at 100% ever, as that's just creating contention as well as potentially scheduling conflicts depending on tasks in operation.

Plus, just with the nature of programming and game engines in general, doing parallel processing is extremely hard, it's not just a couple lines of code... even then, most game engines are designed with a scheduling / task thread involved, and if that thread gets bogged down due to IPC deficits your other "worker" threads are going to suffer as well.

Dual R9 280X's was bottlenecked by a 4770K @ 4.2Ghz... in BF4....
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post #20229 of 22287
Quote:
Originally Posted by cookiesowns View Post

lol. Are we talking threads, or cores here with SMP?

There are many triple AAA games that can scale well beyond 3 cores. I've seen some games take advantage of 6+ threads. BF4 / battlefront is one of them. You don't want a thread to be pegged at 100% ever, as that's just creating contention as well as potentially scheduling conflicts depending on tasks in operation.

Plus, just with the nature of programming and game engines in general, doing parallel processing is extremely hard, it's not just a couple lines of code... even then, most game engines are designed with a scheduling / task thread involved, and if that thread gets bogged down due to IPC deficits your other "worker" threads are going to suffer as well.

Dual R9 280X's was bottlenecked by a 4770K @ 4.2Ghz... in BF4....

You guys really don't pay attention to the language being used do you?
post #20230 of 22287
Quote:
Originally Posted by damarad21 View Post

Well, apparently there are some games loading all cores

https://m.youtube.com/watch?v=pBqXgd5UDLs

I watched the video. Which ones then?
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