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Thread: As expected...

  1. #11
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    I posted longer articles about this on other forums.

    But basically:

    There are two kinds of multithreaded programming:

    1) split up the program into different different tasks and do different tasks on different CPUs

    2) split up individual tasks so that all CPUs can work on the same task, (hopefully) carefully synchronizing which part of the data structures for that task they access currently

    Number 1) is what games do right now. Only Valve has announced to go to 2) next year.

    Number 2) is much more valuable in general and for games in particular.

    You see the problem is that when you run "out of CPU", meaning your framerate suffers from lack of CPU time, then it is almost always one single task in the frame computation that for whatever reason needed more time in this frame and trails. If you have only one CPU per task you are back to a one-CPU system for the remainder of that frame.

  2. #12
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    Its going to take the game developers a while to utilize the multi cores in the way they want or hope to. Considering it takes on average a good game 18-36 months to be made Intel and AMD can crank out alot of muli-cored procs in that time now that the multi-core door has been opened.

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