In my previous post, I provided a quote from a game developer explaining how his multithreaded engine was not really using all the cores. This is typical for several current engines that are advertised as multithreaded, but are far from the ideal. I don't want to give names here.
I'm assuming you are referring to Sony's remakes about Planetside?
http://www.eurogamer.net/articles/2013-08-05-sony-explains-lack-of-planetside-2-pc-and-ps4-cross-platform-play-teases-character-transfers
"It really is a challenge to optimize high-end PC games to be able to work on the pantheon of hardware that's available to players nowadays, it's just insane.
"The PS4 is a much more consistent, stable platform for us to be able to develop for. The big challenge with the PS4 is its AMD chip, and it really, heavily relies on multi-threading. We have the exact same kind of Achilles heel on the PC too. People who have AMD chips have a disadvantage, because a single core on an AMD chip doesn't really have as much horsepower and they really require you to kind of spread the load out across multiple cores to be able to take full advantage of the AMD processors.
"Our engine sucks at that right now. We are multi-threaded, but the primary gameplay thread is very expensive. The biggest piece of engineering work that they're doing right now, and it's an enormous effort, is to go back through the engine and re-optimise it to be really, truly multi-threaded and break the gameplay thread up. That's a very challenging thing to do because we're doing a lot of stuff - tracking all these different players, all of their movements, all the projectiles, all the physics they're doing.
"It's very challenging to split those really closely connected pieces of functionality across in multiple threads. So it's a big engineering task for them to do, but thankfully once they do it, AMD players who've been having sub-par performance on the PC will suddenly get a massive boost - just because of being able to take the engine and re-implement it as multi-threaded.
So you're right back to the root of the problem: The main gameplay thread is hard to break up in such a way that you don't end up reducing performance due to threads locking eachother out. Its doable on the PS4/XB1, due to being able to code to the metal, and being able to guarantee when threads run, less so on the PC.
Look, I've been writing software 20+ years. I've never delivered a program that has any significant problems. I've worked on highly threaded parallel processors, and I've worked on aged 16-bit minicomputers. The assumption by many here, that you can just arbitrarily thread things out (EG: Give a separate thread to each different part of the engine) is wrong. Trying to thread in such a way reduces performance due to various stalls (thread communication, deadline management, kernel lockout, etc). It takes a LOT more time and effort, and from my experience, you'll eventually find some setup your solution has significant performance issues.
So you'll continue to see what you are seeing today: The majority of gaming benchmarks favoring Intel due to its higher IPC, with a handful going AMD's way due to AMD's high clock speed. That isn't going to be changing anytime soon. If you have two threads that result in 80% of the process load, that favors the processor with at least two fast cores. Now say we manage to spread that workload over four threads instead. That STILL favors Intel, due to 80% of the work being on four threads, thus a faster quad would still outperform a slower 8-core CPU. AMD wouldn't see a performance lead, at the same clock as Intel, until you manage to split the load evenly between 8+ threads, which is not possible for games. Period.
3 years ago, the mantra in the BD forums was "Buy BD; games will catch up in 3 years". 3 years later, the mantra is "Buy ST; games will catch up in 3 years".