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AMD Zen 2 (Ryzen 3000) - *** NO COMPETITOR HINTING ***

You obviously don't understand how game engines work. Here, is a fine description to read https://www.reddit.com/r/gamedev/comments/44fux4/multi_threading_in_game_development/ :

""
It largely depends on the scale of your game and the platform but generally speaking, all modern games are multithreaded in one way or another. For example, on PC the video driver is generally multithreaded and will have a few threads running. That is probably not what you asked though ;)

Here are the broad categories of things that need their own thread:

  • The main thread is called 'main' because it typically orchestrates everything, including the other threads to a large extent.

  • The render thread will typically own the display device and will take care of everything rendering related. Even on older hardware with a single core (e.g: Wii), the rendering was often done on a separate thread to ensure it never stalls too long.

  • The audio thread will typically own the audio device. This is often a very important thread even though it doesn't typically do a lot of work. The work it does needs to be done in a separate thread to help make sure the audio device doesn't starve and sound remains smooth.

  • IO will also often be handled on a separate thread. Most platforms do not support async IO natively and thus most game engines converged into having one or more IO threads to handle async IO requests.

  • Networking will also often have its own thread for similar reasons to IO.

  • Most of the remaining threads will form a pool for jobs. Many of the above threads often need to perform work but cannot afford to stall or can do other work in the mean time and thus as a way to either speed things up by using multiple threads or as a mean to hide latency by offloading the work to another thread. Job threads fit this bill and there will usually be 1 per free core (main/rendering threads will often have their own core).

  • Some other threads remain for system work (e.g: drivers) etc.""

And yet some games visibly bottleneck purely on clock rate because the tasks running are literally not able to run over more than a single thread, sequential calculation that mustn't be interrupted are something which simply has no where else to go. A major problem in RTS games.

There's always some leeway in making the set of calculations less complex, but it doesn't really resolve the issue that you need it to stay on a single thread to keep it from running into a stall and crashing the game.
 
The chiplet design doesn't sound so far fetched though.

In some modern phones for example (well Nexus 5x anyway) you often have 4 lower frequency cores and 2 higher frequency cores.

No reason you couldnt have such a design in a CPU. Could have a chiplet with 2-4 very high frequency cores for bust workloads and another chiplet with 4 + (up to 16 +) cores that are for multithreading.

No reason to think that just because one chiplet is optimised for speed and the other for multicore performance that the two cant work harmoniously together if needed. But the CPU/OS could be smart enough to know what threads to allocate on to the burst chiplet as opposed to the many threads that would be better served running on the other chiplet.

But I'm pretty sure both AMD and Intel have already investigated such designs.
 
And yet some games visibly bottleneck purely on clock rate because the tasks running are literally not able to run over more than a single thread, sequential calculation that mustn't be interrupted are something which simply has no where else to go. A major problem in RTS games.

There's always some leeway in making the set of calculations less complex, but it doesn't really resolve the issue that you need it to stay on a single thread to keep it from running into a stall and crashing the game.
Yeah just because game engines have some manner of multi-threading, doesn't mean (by any means) that each thread is sharing the workload equally.

The "main" thread as he puts it could still be the single thread responsible for updating the position of all game objects, and could still bottleneck the game, if you have many thousands of objects updating each frame.
 
So the R5 3600 scores ~3500 in multithreaded Cinebench R20. My Xeon X5675 @ 4.31 GHz scores ~2000. The R5 3600 is likely running at ~4.0 GHz, so Westmere to Zen 2 IPC increase is somewhere close to 90%. Pretty mental.

Beating an R7 2700X by 22% in Far Cry 5 (I assume they are average FPS figures, with an RTX 2080 Ti) is pretty insane too. Still a big gap to the i9-9900K but then this is the slowest clock 6 core part. The memory writes are very poor, one has to assume there's some issue here (early BIOSs have had similar issues with other Ryzen chips so it's not unexpected). In summary, some very interesting results here.
 
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Someone also said the same source had a 197 point single core.

https://www.reddit.com/r/Amd/comments/c4lpc8/new_r5_3600_scores/



Yes it has 197 Single Core score

Just to clarify - the the 3600 was not stock in this testing, it was all core 4.2ghz

The R5 3600 is likely running at ~4.0

The 3600 was all core 4.2ghz for this cinebench testing
 
The kit they claim to be using is a ddr4 dual channel 3200mhz cl14 kit which the Ryzen 3000 recommendation from AMD. But we don't know what it was actually running at in the BIOS

Yet the latency in their graphs do not correlate to ones that AMD showed, so clearly something is amiss here. it should be 67-69ns.
 
so... we think the 3800X is the fastest in the stack for gaming?
I'm still 3900X or 3800X, whichever wins... I don't really have much use for 12 cores, getting hard to choose.

I notice @awaybreaktoday seems confident the 3800X is the faster gaming chip. Sharing the 12 cores TDP while having 8... seems to say the same (more thermal envelope for PBO/XFR2 to work in).
I just can't forking decide :(
 
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