I had thought well maybe game threads did not need rapid communication with each other and could utilize more good cores even on separate CCX?? But you were saying to does not work like that unless game code was really small and that made me think they did need rapid communication with each other??
Again, it depends on what the threads are doing and what data they need. If the data they need is completely independent of each thread, then there isn't much of an issue with related threads being on difference CCDs. But if they do a lot of sharing between each other, then it can be a problem depending on how often they do it. There isn't really a black and white thing going on.
So they can code a game in a way that will stay on a single CCD. If it does have to take advantage of an extra core or more on the other CCD because cores are saturated, is it a bad hit or can game devs code it to do so properly.
The thing to note here for application development, especially with games, is that they have to target a lower end system and make sure it performs well for that. After all, if you have a game that only runs well on the latest and greatest hardware, you basically limit who your audience is.
Now you can have some room for growth to let your application perform better on better hardware, but there's only so much that actually scales because doing anything more would cause the lower-end hardware to perform worse.
So say for instance someone targets 30 FPS on a quad core. Sure it might have enough work for an 8-core to achieve much higher performance, but it's not going to get better after that because scaling higher (as a requirement anyway, not for optional cosmetic extras) would cause the quad core to perform worse.
It does seem form reading there is a bad issue with WIN 11 22H2.
What about Windows 10 21H2?? Any issues there?
I assume the OS tries to ensure it will not if it is working right, but if a thread has to use another CCD, does the OS know to schedule it right to avoid the latency hit or does it schedule it correctly so it goes on other CCD to begin with so no latency hit. Or is it only if the threads when gaming do a swap between the CCDs it is a hit. Meaning could a game use more than 8 cores and have to put threads on 2 CCDs, but it does that ahead of time when the game is launched so that way no swapping between CCDs of game threads during game play and thus no penalty?? Or is there still a penalty with communication cross CCD between the threads that matters??
As far as I know, Windows 10 isn't affected because AMD worked with Microsoft back in the 1903 release for Windows to take advantage of the "preferred core" system Ryzen processors implement.
Windows 11 has a different or updated scheduler. The standout hardware this was supposed to support was Intel's Thread Director. But something may have happened along the way that made Windows 11's scheduler somehow forget about AMD's preferred core system. But who really knows what happened?