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In general, how to tell software/games CPU dependence

 
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post #1 of 7 (permalink) Old 06-14-2019, 08:08 PM - Thread Starter
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In general, how to tell software/games CPU dependence

I was looking at past benchmark test here https://www.overclock.net/forum/5-in...s-core-i5.html

I was wondering, in general, how can i tell if a game/software/application benefits from more cores, or threads? i.e. i7's 4c/8t or i5 4c/4t for example?

also, is it correct in saying that once compared in a game/software, if the i5 gives more FPS than the i3, the game/software performs better with more cores? (i.e. your test results for i3 vs i5 for farcry 4 and arma3. where i5 has a significant fps improvement.)
in on a i7 vs i5 performance, is it correct in saying that once compared in a game/software, if i7 gives more fps than the i3, the game/software benefits from more threads?

and for BF4, it states " Here is a game that likes cores... I can bet that if i did not include this game in the list, i would have been slapped in the face." does that simply mean higher core count (4 on i5 vs 2 on i3) or high core speed?

Lastly, how can you determine, specifically softwares such as CAD, etc how dependent they are on CPU cores, threads, GPU (if at all??), etc?

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post #2 of 7 (permalink) Old 06-14-2019, 08:22 PM
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Don't think I entirely get your question but Google and trying out the program/game with multiple parts, mostly. "xxxx CPU benchmark." If performance scales with thread count then it's multithreaded. Generally they only scale up to a point because writing a program that scales with infinite threads/nT is next to impossible.

If in an application/game a 2 core is hovering around 100% and a 4 core is hovering around 100% and a 6 core is hovering around 67% then you know that application is only written for 4 threads.

It gets a bit messy because Windows and backgrounds stuff though. Oblivion only scales with one thread but it will consistently run better on a machine with 2+ because Windows. BF4 only scaled with 4 threads IIRC but it probably would run (marginally) better on a machine with >4 threads for the same reason.

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post #3 of 7 (permalink) Old 06-14-2019, 08:37 PM
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Quote: Originally Posted by The Pook View Post
Don't think I entirely get your question but Google and trying out the program/game with multiple parts, mostly. "xxxx CPU benchmark." If performance scales with thread count then it's multithreaded. Generally they only scale up to a point because writing a program that scales with infinite threads/nT is next to impossible.

If in an application/game a 2 core is hovering around 100% and a 4 core is hovering around 100% and a 6 core is hovering around 67% then you know that application is only written for 4 threads.

It gets a bit messy because Windows and backgrounds stuff though. Oblivion only scales with one thread but it will consistently will run better on a machine with 2+ because Windows. BF4 only scaled with 4 threads IIRC but it probably would run (marginally) better on a machine with >4 threads for the same reason.

^ 'what he said' ...and there's also the linked vid below from Jay2cents, in addition to a more recent one I can't find right now where the Fantasy XV benchmark is used (with CPU and GPU load curves and tables)


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post #4 of 7 (permalink) Old 06-16-2019, 09:29 PM - Thread Starter
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Quote: Originally Posted by The Pook View Post
Don't think I entirely get your question but Google and trying out the program/game with multiple parts, mostly. "xxxx CPU benchmark." If performance scales with thread count then it's multithreaded. Generally they only scale up to a point because writing a program that scales with infinite threads/nT is next to impossible.

If in an application/game a 2 core is hovering around 100% and a 4 core is hovering around 100% and a 6 core is hovering around 67% then you know that application is only written for 4 threads.

It gets a bit messy because Windows and backgrounds stuff though. Oblivion only scales with one thread but it will consistently run better on a machine with 2+ because Windows. BF4 only scaled with 4 threads IIRC but it probably would run (marginally) better on a machine with >4 threads for the same reason.
Awesome thanks.

you basically answered my question.

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post #5 of 7 (permalink) Old 06-28-2019, 01:05 AM
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Well, with games, if you're GPU isn't near 100% utilization (with V-sync off, ie an uncapped framerate), your CPU can't send frames fast enough to the GPU - either from a slow CPU or crappy game programming.

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post #6 of 7 (permalink) Old 06-28-2019, 01:50 AM
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cpu's @ 99. gpu's below.

this would be the typical "cpu bottleneck" scenario.

you can usually allow more gpu usage by pushing your cpu to higher giggles. upping ram clocks can help a bit too if you're at lower speeds.

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post #7 of 7 (permalink) Old 06-28-2019, 02:23 AM
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Quote: Originally Posted by skupples View Post
cpu's @ 99. gpu's below.

this would be the typical "cpu bottleneck" scenario.

you can usually allow more gpu usage by pushing your cpu to higher giggles. upping ram clocks can help a bit too if you're at lower speeds.
Yeah, but the GPU should be under like 95% utilization. There are some inefficiencies with these numbers.

If your CPU is 99 and your GPU is over 95, or vice versa, you have a pretty balanced system.

The issue these days, is that it's hard for games to put a high-core-count CPU to close to 99% because of threading issues with games. So a game might be pegging a few cores to 99 percent, but the total cpu utilization will be lower. In that case, the CPU can still be the bottleneck.

That's why just looking at your GPU utilization is the key... even then, RAM performance might be causing a bottleneck too, which get's rolled into a "CPU bottleneck."

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