Originally Posted by RunsCool
OK, so what you are saying is basically, the game can only utilize 4 cores, but it can spread the load out over 6 or 8 cores. However, the game will not exceed the CPU capacity of 4 cores (assuming it needed 100% of all 4 cores), and therefore, you will never see the total CPU usage go over 66% for 6-cores, or 50% for 8-cores (33% for 12 cores, etc...). Am I understanding this correctly?
Originally Posted by killeraxemannic
This would be correct if indeed the game was intended for quad cores only. I have seen no definitive proof one way or another though. No one has any specifics on how the game is coded or set up to work.
RC: Yes, you got it exactly
... except it's not exactly the game spreading the load, it's Windows.
KAM: Well, I spelled out at length in posts above how one can deduce this number, and I provided my own screenshots to illustrate.
If you take and lower gfx settings ... low res, no aa, no hbao is probably sufficient ... this minimizes gpu load and speeds up fps, which in turn makes the cpu work as hard as possible. Removing one's CPU overclock would also help create the CPU-dependent scenario one needs for the purposes of this testing procedure.
You then run the game and watch where the total cpu usage hovers (note: it may occasionally exceed that level due to windows tasks, but the 'hovering point' I speak of should be easy to discern like it is on my screenie).
The math is as follows: take this usage % and multiply by how many cores you have (virtual or otherwise) and this will tell how many cores/threads the game is coded for
Edit: I would bet that the cpu usage line on my screenshot would be a lot more 'solid' if it weren't for the fact that the game appears to have a 200fps cap ... this sorta complicates the testing process here and I didn't know how to remove it offhand so I didn't. I believe my 4-core max analysis is still correct, but it's conceivable that it's not. Any kind of FPS cap (if you hit it, which I did, that's how I know about it) can potentially screw up this testing method, for pretty obvious reasons.Edited by brettjv - 2/3/11 at 10:45am