Regarding performance impact, short answer is - yes. Basically, it removes most of the advantage of the cache for Intel.
So, even without Spectre & friends, these benchmarks are essentially meaningless?
Reviewers have generally settled on the former option; OS and driver updates tend to increase performance, so testing with contemporaneous software might artificially inflate the apparent performance deltas in favour of newer components. Nobody wants to buy a new processor thinking that it's 40% faster than their old one, only to discover that most of the difference was just OS optimisations. You'd rather have your readers be pleasantly surprised than bitterly disappointed, so it makes sense to choose a benchmarking methodology that errs on the side of favouring older parts.
Spectre is a weird exception to business as usual, because we saw a huge performance decrease in a single update that affects one particular optimisation in one particular processor generation. In this case, it probably makes sense for reviewers to re-run all of their old benchmarks and set a new baseline.
I thought the OS update was only part of the patch and that OEMs also needed to update their BIOS, which means users have to manually update their BIOS.
New software doesn't affect existing benchmarks.
The majority of DirectX stuff in the innermost-loops automatically DMAs to the video card without even needing a kernel call. Video games care a lot about performance and did their best to never touch kernel-space anyway.
Compilers, Web Servers, Databases, etc. etc. were affected very strongly. Compilers open files. Web Servers open Sockets. Databases communicate with mutexes / semaphores. All of these are OS-level features and require a kernel-mode switch. Meltdown means that every kernel-mode switch clears out the TLB-cache.
So each time a compiler opens a file (MMap or otherwise), it basically loses its entire TLB cache. Every. Single. System call. That's why its a big deal for servers, but not a big deal for video games.
Simple files are more straightforward. You do one MMap and then there wouldn't be any other system calls made. I'd bet that compilers are "slow" because they have to make many, many, many mmaps to do anything. Each #include turns into another MMap, which Meltdown mitigations cause a full TLB flush each time.
I don't know if SQLite would be faster or slower in the context suggested here. But I'd like to suggest that perhaps it is worth running the experiment before reaching a conclusion.
The amount of speculative-execution that games rely upon for many of their components is insane. With the patch applied, I went from a solid 60FPS at 1440x900 in GTAV down to about 48 FPS (as measured by the Steam FPS counter) on a 7th-gen i3.
I thought it was mainly workloads relating to virtualization etc... that were effected significantly
January 29th Microsoft had to revert the Intel patch discribed:
https://www.zdnet.com/article/windows-emergency-patch-micros...
There's also implementations in March for the Spectre variant 2:
https://www.digitaltrends.com/computing/microsoft-windows-pa...
There's much more in here.