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[Benchlife] Intel Kaby Lake Mainstream Quad Core Landing in December This Year - Page 8

post #71 of 106
Quote:
Originally Posted by thebski View Post

Yes but thats one of the easier scenarios for a CPU. As resolutuon increases the bottleneck shifts from the CPU to the GPU. Also, most modern CPUs can achieve 60 fps. Achieving 144 or 165 hz is much more difficult for a CPU and thats where we need faster ips. Doesnt matter if its ipc or clock speed increase, but instructions per second is whats important.

It does kinda matter how you get more IPS.

IPS can be gained by IPC, clock speed, and amount of cores.
A 32 core moderate IPC and low clock speeds, can have more IPS than your average 4/8 main stream CPU.
But if games can't utilise the high amount of cores (as most game engines currently can't), that amount of IPS is useless.
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post #72 of 106
Quote:
Originally Posted by Cyro999 View Post

That depends a lot on the game and the type of engine.

I'm not going to say that there aren't horribly optimized games in which CPUs struggle to produce 60 FPS. However, by and large modern CPUs can produce 60 FPS in games. This leads to all the comments you see where people say our CPUs are fast enough. But as you start trying to push 144/165 hz, the amount of games in which our CPUs are not fast enough is much, much greater.

Let me ask you this. In the vast majority of games, which is more challenging for a CPU, 1440p 165, or 4k 60?
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post #73 of 106
Quote:
Originally Posted by Defoler View Post

It does kinda matter how you get more IPS.

IPS can be gained by IPC, clock speed, and amount of cores.
A 32 core moderate IPC and low clock speeds, can have more IPS than your average 4/8 main stream CPU.
But if games can't utilise the high amount of cores (as most game engines currently can't), that amount of IPS is useless.

I did not clarify very well. I was referring to core speed, which I realize I didn't state. Of course you can keep adding cores and gain IPS, but we know games don't benefit from that after a certain extent. I should have said IPS per core. Since this thread is about mainstream Kaby Lake CPUs, I guess I wasn't considering high core count processors.
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post #74 of 106
Quote:
I'm not going to say that there aren't horribly optimized games

Demanding is not equal to "horribly optimized", though. I see a lot of people passing off all of those games that don't give you free maximum performance as poorly written
Edited by Cyro999 - 8/27/16 at 9:47pm
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post #75 of 106
Quote:
Originally Posted by Cyro999 View Post

Demanding is not equal to "horribly optimized", though. I see a lot of people passing off all of those games that don't give you free maximum performance as poorly written


Yea the average reply people give to ARMA 3

But in reality they build the only war simulator with a far from the best engine they did themself.

It work mostly on 1 core and it still able to handle 160 player on a server. Im serious a altis life french server i was playing on fully loaded reach 155-160 player and fps was 30 + if i remember.
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post #76 of 106
Still waiting to see those benchmarks showing higher CPU usage with higher resolution.

Is there any chance you were misattributing the CPU impact of a wider FOV to increased resolution? For example, assuming a fixed FOV, a CPU limited game will run at a similar framerate at 1920x1080 as it will at 3840x2160 (both 16:9 aspect ratios). However, if you run the same CPU bound test comparing 1920x1080 to 3440x1440, you will likely see a lower framerate on the latter. The framerate is lower because there is increased CPU load. But the CPU load isn't increased because the resolution is higher, it's increased because the aspect ratio is wider, and presumably the FOV has been increased to match. The wider the FOV, the more entities are likely to appear on screen at once for the CPU to handle.

Of course, that is assuming that the game in question is configured correctly for the ultrawide AR. If it used Vert- without changing the FOV at all, then the CPU bound scenario would perform better on the 3440x1440 monitor than it would on the 1920x1080 one, again, because there would be less on-screen physics entities etc. for the CPU to deal with.

If comparing CPU impact of different resolutions in CPU bound scenarios, the FOV/AR must be constant, otherwise the test is void.
Edited by Oubadah - 8/28/16 at 1:09am
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post #77 of 106
I cant figure out what i writed on google a month ago. But it did show like 5% drop in fps if not more.


Anyways. Why would a cpu work les sending ways more data to the gpu?

Direct x 11 is far from perfect.
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post #78 of 106
I just wish for a 6 core with igpu on desktops
That would be a decent bump
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post #79 of 106
I seriously think it's about time Intel made it's top mainstream chip 6-cores.
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post #80 of 106
Quote:
Originally Posted by bonami2 View Post

Quote:
Originally Posted by thebski View Post

Yes but thats one of the easier scenarios for a CPU. As resolutuon increases the bottleneck shifts from the CPU to the GPU. Also, most modern CPUs can achieve 60 fps. Achieving 144 or 165 hz is much more difficult for a CPU and thats where we need faster ips. Doesnt matter if its ipc or clock speed increase, but instructions per second is whats important.

Can i stop hearing that crap..

Higher resolution require even more cpu horsepower to run the same fps...

It being proven in benchmark and cpu bound scenario.

And it make sense since the cpu feed the gpu data

There is alot of data that the CPU processes that only increases with framerate, not with resolution. Think of object interactions and locations.

while games like CS GO only update 64 times a second the CPU also tries to "Predict" where the enemy will move to in order to reduce latency and show accurate information even if you have more than 64 frames. resolution doesn't affect this.

I can't think of more easely explainable situations but feel free to add to the convo.
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