BVH updating is also something that doesn't scale infinitely across cores, I'll have to check the ray tracing thread again for the link to the paper I posted but I believe 3 cores are optimal for it as using more cores starts to hurt performance
Great point here, although I'm just not sure which line of reasoning it will end up supporting.
Currently the algorithms that are commonly used for BVH updating dont scale well across N cores ( N being 4 or more ),
but thats not to say with a redesign of data structures and algorithms it won't be a much more scalable process in the future...?
My area of expertise is game audio, and I can confidently say there is nothing stopping the audio engine I work on scaling to 8+ even for the most basic of cases.
So I'm not up to date on the latest and greatest BVH processing work.
But again, it's not just about scaling, it's about fitting in with all the other work, if you can do 2ms here, and 2ms there, thats a hell of a lot more useful than doing 4ms,
as it allows your work to be scheduled around other more important work. Which yet again, speaks to the importance of breaking your work up into smaller more granular tasks.
Then again my argument basically boils down to, " be smarter devs" and "anything is possible if you make more efficient use of the HW",
Which, may not actually be possible for everyone, AND basically ignores most of the workflow/processes/pressures of modern game design.
But really a modern 8 core 3Ghz cpu is an absolute monster, imho it's poor form to blame lack of cpu power for lack of progress in game design.