Monday, April 4th 2022
Hexa-Core CPUs Are the New Steam Gaming Mainstay
Gamers across the world seem to have settled on the price-performance ratio of hexa-core CPUs as their weapon of choice to process virtual worlds. According to the latest Steam Hardware Survey, 34.22% of machines running steam feature a CPU design with six physical cores, surpassing the 33.74% of users that employ a quad-core processor.
The first mainstream quad-core CPUs were launched circa 2009, having had thirteen years in the market already, while mainstream, true hexa-core designs saw the light of day just a year later, with AMD's Phenom II X6 CPUs. CPU designs featuring more than six physical cores have been increasing in numbers consistently throughout the years, while most under-six-core designs have been slowly bleeding users as gamers upgrade their systems. Our own reviews have shown that the best price-performance ratios for gaming are found in the hexa-core arena, but the latest architectures should help accelerate the number of available cores for mainstream users - whether for gaming purposes or not.
Sources:
Steam, via Tom's Hardware
The first mainstream quad-core CPUs were launched circa 2009, having had thirteen years in the market already, while mainstream, true hexa-core designs saw the light of day just a year later, with AMD's Phenom II X6 CPUs. CPU designs featuring more than six physical cores have been increasing in numbers consistently throughout the years, while most under-six-core designs have been slowly bleeding users as gamers upgrade their systems. Our own reviews have shown that the best price-performance ratios for gaming are found in the hexa-core arena, but the latest architectures should help accelerate the number of available cores for mainstream users - whether for gaming purposes or not.
39 Comments on Hexa-Core CPUs Are the New Steam Gaming Mainstay
For example, I read on the web that AI in Far Cry 6 is very, very bad (and the game uses only 4c). Even though there were Zen 3 8 core 16 thread CPUs when it came out. Why isn't AI in games progressing like graphics? Performance is increasing, so why? Because devs choose so, that's why! AI should be improving exponentially, like it is in some areas outside of video game AI (like even playing video games or other games like Go, poker or bridge). Listen to Jensen Huang when he talks about AI. Why isn't in-game AI getting better? I don't need 300 fps, I need better AI.
So just for thing that are easy to multithread, the gain is not that easy to get. If the task is done quickly, it's quite possible a already loaded core would run those faster in sequential than by spreading it to other cores that would have to get the data into their own caches. It's true for quick task but if the task become more complex and take longer to execute, you can then split it and execute it accross multiples cores effectively.
Making things work among multicores is not optimization. Making thing run faster when multicores are available is optimization. The key here is run faster. The number of core a game use do not matter as long as it does what it need to do.
As for the Crowd AI, if they are all single entity act by themselves and don't have any interaction at all (not even collision) with the other people, then yes, you can scale it as much as you want. But if for each action a person in the crowd does have influence or need to take into consideration the action of others, it then become very hard to scale it onto multiple core since you would need to fetch back the action of each other people in the scene to decide the next move.
The action itself are pretty simple to calculate, what take time is to synchronize all that data. If you do it into a single core, you can probably do that very quickly using the cache, if you spread it across multiple cores, it's very possible that you will end up by just spawning thread that will wait for memory access.
Again, Using more cores/thread is not optimization. Making your games running faster or do more work is optimization.
Multithreading require you to design your program in a very specific way that is multithread friendly.
No, games dont scale automatically, games do use what they (cores) need up to the predetermined ceiling (core/thread count) that been coded, beyond the normal 4 core/thread, additional and specific code is need, mostly because what was missing from the DX11 API.
Software finally changed thanks to Ryzen, it took intel 6 gens to catch up (Core I 6000-Core I 12000)
DX11 had horrible overhead on multithreaded rendering yes but it was not limited as you claim.
This is not where I learned (it was prior to Unity, so old info ) but I think it explains sufficiently (or you can decipher the wiki easier :D ).
worldanalysis.net/what-is-direct-x-11/
Athlon 4/8 and 6/12
Ryzen 5 8/16 ($249)
Ryzen 7 12/24 (and highest frequency - gaming CPU)
Ryzen 9 16/32 and 24/48
Threadripper 32/64, 48/96, 64/128 and 96/192
If they don't do that, then don't treat them as benevolent, because they are not. Zen 3 instead of lowering prices, upped them by quite a bit. Navi and Navi 2 upped prices as well. Mid-range used to be 150-250$, now it's 330-500$.