Please remember that any mention of competitors, hinting at competitors or offering to provide details of competitors will result in an account suspension. The full rules can be found under the 'Terms and Rules' link in the bottom right corner of your screen. Just don't mention competitors in any way, shape or form and you'll be OK.
That's the one i'm looking forward to most, going to upgrade when the price drops come into effect ready for this game....sulli said:Crysis will make use of muti cores when it comes out
Because the synchronous function parallel model does not require special changes to engine components, and is really just an enhancement of a regular game loop, it is well suited for adding some amount of parallelism to an existing game engine. The model is not suited for future use because of it's weak scaling support and low amount of parallelism.
The asynchronous function parallel model can be recommended for new game engines because of the high amount of possible parallelism and the fact that existing components need only few changes. This model is a good choice for game engines aimed at the generation of multicore processors that have a relatively small number of cores. The only drawback is the need to tune thread running times to minimize the impact of worst case thread timings. More research is needed to know how this timing fluctuation actually affects game play.
The data parallel model is definitely something to think about for the future. It will be needed when the amount of processor cores increases beyond the number of tasks available for a function parallel model. For current use the increased scalability doesn't offer enough benefits compared to the trouble of coding custom components to support this type of data parallelism.
The current trend seems to be towards creating engine components that use some internal form of parallelization. While this allows engine developers to not worry about threading issues, it may leave large parts of the program sequential, which results in poor performance. The view presented in this article has been that whole game loops could be parallelized, not just some parts of them. The models presented here can be a good starting point for developing specialized game engine architectures.
Vertigo1 said:SupCom does use more than 2 cores but not efficiently. From what I understand, it uses extra cores for separate tasks which may not fully utilise the cores so you don't get very good scaling as the number of cores increase.
The situation may get better with future patches but I don't think quads are showing much of an advantage over duals in SC right now, especially when you consider duals usually clock better.
Vertigo1 said:SupCom does use more than 2 cores but not efficiently. From what I understand, it uses extra cores for separate tasks which may not fully utilise the cores so you don't get very good scaling as the number of cores increase.
The situation may get better with future patches but I don't think quads are showing much of an advantage over duals in SC right now, especially when you consider duals usually clock better.
Very interesting, the game obviously scales much better than I'd been led to believe.Cyber-Mav said:
BAMBI said:Thanks for the links guys, I never went dual core because there wasnt enough of a performance advantage in games up till now.