sarinaide :
So technology that opens up avenues into more efficient codes and software implementation, and to be frank this technology is screaming at you writers to untap plenty potential. There have been a number of reports from AMD and game writers which are of the opinion that AMD's open path to HSA is simple to code in terms of not being foreign but exciting going forward. I don't understand why you continually seem to reject this idea.
HSA itself is a good idea, but understand that it clashes with the idea of a GPU with its own cache. So something has to give on that front. Its possible that Intel/AMD eventually make discrete GPU's uncessesary, or GPU's lose the cache and access main memory. But until then, HSA is only valid for integrated GPU's. And from a coding perspective? No chance necessary, as its all hardware driven.
You also have major downsides: Currently, GPU data is independent from the OS (CPU) Address Space; eg, only about 512MB is reserved at any one time, despite the GPU's large (2GB) cache. So its quite possible to have a memory footprint of 3GB or so, while still having large texture caches. One address space though, and guess what? 4GB limit, period. Think textures are going to cut into that quite a bit? [Granted, this is a non-issue once 64-bit becomes standard, but don't be shocked if this causes 8GB+ systems to become mandatory]
We are now moving on to new Unreal engines and Frostbite engines that are legitimately using 4-8 cores effectively and the scaling is showing.
It doesn't help FPS though. Which is the entire point, isn't it?
I've actually started a thread analysis for BF3 using GPUView and PerfMon. Preliminary stuff right now, but it looks like three threads do the majority of the work; two render threads (DX11) and the main game thread. A handful of others do minor background work, and a bunch do <1% workloads. So you have a game that scales to about 3-4 cores, and after that point, the number of cores won't improve performance, just lower the overall usage statistics somewhat.
Cryteks own engine was capable of using more than 4 cores effectively and this leveraged performance with the 8350 capable of drawing upto the 3770.
But you missed the discussion on how they did that; it wasn't any special property of the game engine, they instead moved work from the GPU onto the CPU. Which sounds all nice and dandy, until you remember two facts:
1: Parallel workloads execute faster on the GPU
2: GPU performance is increasing several times faster then GPU performance.
On non-GPU bottlenecked systems, what Crytek did for Crysis 3 will end up reducing performance due to a CPU bottleneck. Hence why I consider what they did idiotic.