Shirosaki :
I meant more for average games. This Benchmark obviously proves that you can put the CPU under more load with a map full of units attacking each other.
That was the point though.
Think of it this way. If we benchmarked using only easy settings, then we send the message that StarCraft II doesn't EVER need more than a 2.5 GHz dual-core CPU, so an upgrader takes that path.
Then one day they're playing a heavy map and their system slows to a crawl. They're like, "What the hell? According to tom's all I'd ever need for this game is what I have, my dual-core 2.5 GHz CPU."
To me, benchmarks are only useful if they show a worst-case scenario. When the PC is being brutallized by AI calculations on a lot of units, that's the performance that matters because that's when you'll lag. I don't care to see benchmarks that don't showcase large battles because any PC can handle that. I want to show how bad things can get so a person knows what they need to avoid the lag.
Now granted that worst-case scenario has to be realistic otherwise it is useless, but based on a lot of Multiplayer Team-vs.-AI battles I've been a party to on the original StarCraft, there can be a lot of units on the map in the final push. I wanted to recreate that worst-case-scenario.
Certainly it's arguable that my worst-case-scenario isn't realistic, everyone is going to have their own take on that based on their style of play. But this is the reasoning behind this benchmark, and I think it remains valid.