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2012-06-04, 05:03 PM | [Ignore Me] #1 | ||
Private
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Most games even today that are multi-core are dual core or even if they use more cores than that are "dumb". Meaning, they put AI on one core, rendering on another core, other game logic on another core, etc.
A truly advanced engine that's genuinely multithreaded would scale dynamically at a much deeper level, which would mean even 6 or 8 cores could all be used. Does anyone have quotes or references about PS2 or Forgelight in this regard? Last edited by Was_Ash_Emerald; 2012-06-04 at 06:01 PM. |
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2012-06-04, 05:58 PM | [Ignore Me] #2 | |||
PlanetSide 2
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What works well on an i7 (HT-quad core) may significantly reduce performance on a Xeon quad-core if done incorrectly. What works well on a dual-core system may leave a quad core twiddling it's thumbs.
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Opportunity is missed by most people because it is dressed in overalls and looks like work. [ I speak for myself, not my company - they speak on their own ] |
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2012-06-04, 11:04 PM | [Ignore Me] #8 | ||
First Sergeant
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Of course, but it goes more with the rest of the architecture like that 8mb cache than the hyperthreading (gimmicky if you are only gaming) and the actually amount of cores unlesss they optimize it for 4 cores.
Last edited by SpcFarlen; 2012-06-04 at 11:06 PM. |
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2012-06-04, 11:28 PM | [Ignore Me] #10 | |||
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Given these limits, what are the maximum numbers of cores that PS2 can indeed use- or, perhaps more properly, after how many cores are there rapidly diminishing uses of extra cores? Also, will there be a 64 bit client? |
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2012-06-04, 11:39 PM | [Ignore Me] #11 | ||
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I'd hope he'd just tell us. Heck, we'll figure it out once beta starts. I have an FX-8120 I can throw a Windows image on to check; as crappy it is for all existing games on the market, it works well for some other purposes.
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