https://www.purepc.pl/procesory/premiera_i_test_procesora_am...
https://www.purepc.pl/procesory/premiera_i_test_procesora_am...
https://www.purepc.pl/procesory/premiera_i_test_procesora_am...
A Broadwell with 3300 Mhz (3700 Mhz boost) beats a Kaby Lake (Skylake...) with 4200 Mhz (4500 Mhz boost)? Can the Broadwell use the 128MB EDRRAM from the iGPU as a L4 cache if the iGPU is not used? Would that actually make such a difference?
That's exactly what it does, and it gives you a "free"* ~20% increase in memory operations performance (which tends to be a ~20% increase in general performance).
* not actually free because you paid for those 128MB EDRRAM...
But from a consumer point of view, it increases performance (either for graphics or for the whole system if I have a discrete GPU), and it can also help with GPU numerical processing, because you get "free" transfers from memory (L4) to graphics memory by flipping a bit (or a few bits) in hardware. Don't know why this wasn't expanded further, appart from the cost of the embedded RAM.
http://www.anandtech.com/show/10968/the-intel-core-i7-7700k-...
Maybe knowing consumers will probably have more than 2 cores will make games optimise better for parellelism, it's not like the engine programmers _cant_ do it, they do it all the time with GPUs.
When making AI bots it's quite common to have all of the work of processing the AI it's own thread, so each rendered frame will do all calculations for all bots. That in of itself would be cheap, except it has to share it's core with a bunch of other crap.
With 2 cores you can have a main thread for updating the screen and then an "everything else" thread. If you can't be sure people will be playing with >2 cores then you have to keep your budgets down to 2 cores when developing and that's quite limiting.
it's not that it's "hard" to parralellise(?), it's that you run out of resources super quick if you make assumptions about CPU topology.