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In the future: So now that we are in this new gen PS4/X1 are we going to start seeing newer PC games with more focus on using more cpu cores cause the PS4/X1 have more cores ?
In the Past: In the last few years what was the average amount of cpu cores did the typical PC game actually could use ?
I was having a discussions with a guy at work about the new game nether he saying that this game was made to use 5 cores. I was like I'm not sure about it that. He said he runs a performance type program in the background and said that the game nether is made to use 5 cpu cores if available.
I didn't say much cause I wasn't sure. Below I copied and pasted the recommended system requirements from the nether homepage. Do you see the part that says ''Quad Core or Better'' I guess why would it say ''or better'' so does that mean it's strongly possible that the game can use more than the four cpu cores ?
Recommended Os: Windows 7 64-bit OS Processor: 2.4 GHZ Quad Core or Better Memory: 4 GB RAM DirectX: Version 9.0 Network: Broadband Internet Connection Hard Drive: 3GB Available Space Sound Card: Windows Compatible Sound Card
Hyper threading will probably be used a bit more often, but quad cores have been and still are doing a good job. It's not efficient to just have more cores however. More factors come in than I can remember.
Fact is, games don't naturally lend themselves all that well to parallelization outside of rendering images because player interaction - the basic concept behind games - doesn't exactly lend itself too well to it.
Almost everything in a game depends on the outcome of it (what you do, the physics, AI subroutines, etc) and calculating those outcomes usually has multiple inter-dependencies. Attempting to multithread everything means having to constantly refresh all the separate threads with the results from the calculations from all the other threads, which can potentially lead to various threads stalling and falling out of sync because they can't make their next set of calculations without the data from another thread that's still bean counting, lest you get errors because the results don't make sense with one another. That waiting around effectively becomes response lag.
Calculating it linearly, there's no delay in waiting for the results of one set of calculations outside of the actual process of doing it. There would still be some lag if the CPU can't keep up with chain of calculations you're causing, but coding for it would have been a lot cleaner/easier since there isn't the need to add all the extra stuff to keep the separated inter-dependent threads in sync.
Rendering graphics tends to be mostly static/rarely as real-time critical, so the calculations to s*** out all the polys are easily parallelized, hence why graphics cards have like a zillion cores.
How do you ejaculate from plane? I try to press the buttons but I do not find it. Sorry for my bad english - Bean0