I see. However, even with 8 cores being used (they are, most games start about 50+ threads), that's not where the limitation happens. When you code software, you create different modules for different tasks. Taking a mmo as example, there is one for stat and damage calculations, one for movement calculations, one for skill usage, one for each UI part, one that handles the chat, one for network communication, one for things like a trading post, one for mouse hovers, etc, etc, etc. Now, the game does use 8 cores, but simply not efficiently. Most of these modules need very few cycles per long (cpu) time interval. The one handling and synchronising all these modules, usually the "main thread", which is launched upon application start, tmay take the most time, or another one that is very cpu intensive, such as physics, therefore the movement module. That runs on a single core and the fx cpu's can't get the required calculation done "in time". Now you could have 6 cores, 8 cores, 12 cores or 128 cores - no difference unless the single core performance is increased.