This is really more of a workstation or server cpu than a gaming cpu.
Edit: Tons of comments are pointing out exceptions. I was hoping to cover that with "generally speaking".
This is really more of a workstation or server cpu than a gaming cpu.
Edit: Tons of comments are pointing out exceptions. I was hoping to cover that with "generally speaking".
Not to say they aren't behind. I once saw a game talk about how awesome they are because they reinvented a thread pool. But their state of the art is in direct conflict with good threading practices.
That said, I'd be really interested to see how some of these Battle Royale engines tick (no pun intended). It seems like there's a ton of potential for "clustering" execution, essentially treating separate sections of maps as separate games, but considering it could come down to 100 people all being within the same 100 square meters, you can't necessarily rely on that model.
I was doing that 10 years ago... in a radar signal processor. I could do the same thing in a game engine, but the games industry seems to be allergic to devs who do not come up in the games industry. I suspect that has as much to do with the poor state of parallelism as anything.
It'll be a number of years yet for large-scale multithreading to penetrate the consumer market.
92% of users still have 2 or 4 physical CPUs, so 2-8 threads.
https://store.steampowered.com/hwsurvey/Steam-Hardware-Softw...
I'd assume given asset size they're already dealing with a large amount of cache misses, and if you're stalling for a memory read anyway then it seems less impactful than on a high-thoroughput tuned scientific workload.
This guys go all the way up to 6 hardware ones, depending on availability.
Also, many games that do utilize multiple CPU cores do not scale well beyond about 4-6 cores (which makes a lot of sense given the CPUs most gamers have and the priorities of the studios).
An easy way to see this is to underclock your CPU as far as it will go, and see how many percent CPU your favorite game will use.
I feel bad for the poor programmers who got that job.
Civ5 is one of the games that can trigger Ryzen segfaults, guessing he has a faulty chip. He should run kill-ryzen and see if his chip is stable.
Note that contrary to popular belief, the segfault bug does not "only" affect Linux or compiling workloads (it's a litho fault - these workloads just happen to trigger it) and there is no "safe" date range of first-gen Ryzen chips. Newer chips are more likely to work properly, but a smaller number are still faulty - even some RMA chips, since AMD stopped testing them after a few months.
I went through the AMD support thread and pulled out some examples: https://news.ycombinator.com/item?id=17074355
Looking through the latest posts in the AMD community thread, at least one user is reporting this even on a second-hand processor, although that's not really enough to make a definitive statement.
(you could argue for ps3 of course, But there it's not a choice)
I imagine many genres will never be heavy CPU users though, like low player count competitive FPS and MOBA.