gamerk316 :
And what software out there of any note uses ICC to compile? Oh right, outside of a few benchmark programs, NONE. Or do I need to break out the compiler diagnostics, again, and look at what every game in the past decade has been compiled with? I thought we finally put this one to bed?
It was never put to bed, because we need to de-compile the libraries used as well. Knowing how the front executable was compiled doesn't mean much, from what I know. Specially when you're inside Windows, you need to do it through MS'es compiler most of the time (using dotNET in particular).
I remember you said you'd do it. I could be remembering wrong though.
gamerk316 :
You apparently missed my "duo is dead" proclamation from around 2009 or so, back when everyone here was pushing for E8600 over the Q9550 (you all know who you are). I predicted, correctly, that two heavy game threads would bog down most duo cores in terms of frame stability, making quads the sweat point for performance.
I also correctly predicted that games wouldn't be able to scale well beyond that, which is the main reason I called out BD from the start. Games like BF4 are one of the few exceptions, due in part to EA getting multithreaded rendering working decently in DX11.
DX12 could change the math somewhat, if its easier to make a multithreaded rendering model, then you could see the rendering backend made more parallel, which, ironically enough, would benefit duo cores the most (better core balancing between the two cores, hopefully making latency more stable).
You predicted? I've been here since the year 2000 and I can't remember that. In all major threads, that is. I do remember you saying that games could not scale beyond 2 threads though. Like a million times you've mentioned it.
Well, from the Core 2 Duos point, threading in Intel was not really something they really cared about at that point. I don't have exact figures, but scaling was very poor (80%?), since specially on their quads... Core 2 Quads were 2 Duos slapped together. For shame! lol
Phenom II was a very different beast altogether. 93% was it? I believe for the time it was stupid high scaling. Phenom I, I have no idea.
Anyway, time and time, we've read about how OGL (prior to 3, IIRC) and DX9c (basically, XBox 360) were not thread friendly as the rendering pipe was always modeled and implemented with 1 heavy thread. Hence piss poor scaling all over the place. Not even physics was threaded IIRC.
If you want to get technical about it, you can start threading subroutines of every part of your game arch into whatever piece size you want, but to do that, you must design it from scratch like that (a point Palladin has been very open about, but oh well). Meaning, using frameworks made the job almost impossible. Not even ID Tech 4 was well threaded from what I remember. And I have this for RAGE when I was using my Phenom II (which is ID Tech 5):
Anyway, threading in games is in its infancy IMO, since no major overhauls have been done in like 15 years. It's been only around 5 years since "more than 2 cores" became available, but not even 2 years since it became some-what important. 2014 has been very lazy in showcasing games with major overhauls underneath, but they're coming. At least, I hope so...
gamerk316 :
Latency in a nutshell. The i3 can service an average of 60 FPS, but the latency chart looks horrid, since it dies on high-workload frames. Thats the two-heavy-thread dynamic making games unplayable at highest settings, even though the averages look fine.
At least we agree on something. Scaling for the unlocked Pentium is horrible due to how gimped it is. It's amazing how much it is in need of AVX and a larger cache. It's stupid. I wonder how an unlocked i3 would look though.
Cheers!