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[PCGH] What game has the highest power consumption - Page 5

post #41 of 52
So this game only uses 2 watts less power than Crysis?



This thread is fail.
    
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post #42 of 52
Is this thread a joke?
1. A game that requires more CPU cycles (more system intensive) - > more power consumption.
2. Optimization means a game will run faster -> less power consumption.
3. If there is any other hardware at work (ie physics card or utilizing all processor cores) -> more power consumption.
post #43 of 52
WOW, WoW consumes more power than CS:S?
post #44 of 52
Quote:
Originally Posted by version2 View Post
Is this thread a joke?
1. A game that requires more CPU cycles (more system intensive) - > more power consumption.
2. Optimization means a game will run faster -> less power consumption.
3. If there is any other hardware at work (ie physics card or utilizing all processor cores) -> more power consumption.
Wow, you totally do not understand optimization. You are making the assumption that, on each and every clock cycle, 100% of the hardware (CPU, GPU etc) is being used, which is not possible.

Software optimization is where you write code, such that you complete a task (eg, calculate a fibonacci sequence) as efficiently as possible. A recursive solution takes much longer than an iterative solution to calculate a fib sequence, thus consuming more power.

Hardware optimization is where you make use of as much hardware as possible, as it is impossible to use all of the parts of a CPU/GPU etc on every clock cycle (there is a lot of waiting time in computation). Optimize your code to make as much use of what is available - get as much work done as possible per clock. But, work is not free; more work needs more power.
post #45 of 52
I really don't think that these results could be used to measure how optimized the code of a game is.

Firstly: the difference between the top 2 is merely 1.2% which i think is negligible.

Secondly: Yes it is true that the if we manage to write code that utilizes the CPU to it's fullest every clock cycle, we consume more power. But then we have to ask: what are we making the CPU to do.

Example: First person shooters Game A and Game B are identical - they use 80 % of the CPU resources every cycle. Then we modify game B to calculate what the objects beyond the view distance look like, and thus use the available 20% of CPU resources.

Can we now say that Game B is more opimized because it uses the CPU fully?
post #46 of 52
K so its pretty much telling me to play more WoW...intriguing.
post #47 of 52
Quote:
Originally Posted by NoseKi||s View Post
Example: First person shooters Game A and Game B are identical - they use 80 % of the CPU resources every cycle. Then we modify game B to calculate what the objects beyond the view distance look like, and thus use the available 20% of CPU resources.

Can we now say that Game B is more opimized because it uses the CPU fully?
That is what hardware optimization is. Using as much of the CPU/GPU/memory etc at possible on each clock cycle (remember, it is impossible to use 100% of the hardware on each clock cycle).
post #48 of 52
They didn't test Il2:1946, I can almost guarantee that this game consumes more power when played online. I use this game as my final stability test for any overclock, I've seen an OC be prime stable for over 24hrs. and fail this game online in 30 min or so. And it's not cause the code is unstable or anything like that it jut demands that much of your PC.
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post #49 of 52
Quote:
Originally Posted by thealmightyone View Post
That is what hardware optimization is. Using as much of the CPU/GPU/memory etc at possible on each clock cycle (remember, it is impossible to use 100% of the hardware on each clock cycle).
To me that sounds like an incomplete definition of opimization.

"Using as much of the CPU/GPU/memory etc as possible on each clock cycle to get to a certain result faster" sounds more sensible to me.

If however you definition is right, then we should discard the idea of using this chart as a "benchmark" of better programming skills & code quality for sure, since the higher ranking games might as well be using the idle resources of the system to do something not so useful.

I'm not sure if you missed my point in the earlier post or not: we shouldn't calculate what the objects look like if they are beyond the view distance.
post #50 of 52
Well there you have it Crysis is not using all of the power it could out of a PC. UT3 is better coded as we can see. Oh well...
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