games and multi-threading

I suggest you also have a look at the Software Talk thread, as it seems Morrowing is severly CPU limited.
I think you will find that a well written game should be balanced, and as faster components come out the games may become limited on one thing or another depending on the games design and the hardware they had at the time. E.g. Quake3 based games seem to be CPU limited now but at the time of their release they were reasonably balanced.

Their are examples of both CPU and GFX limited games and their always will be as devleopers should and do push the envelope in several directions,
Better AI and Physics require beefier CPU's
Better Texturing lighting etc will require more GFX power.

To state that most games are one or the other is a little naive.

CC
 
The AI part of a game can be very processor intensive, that would benefit greatly from multi-threading depending on what approach you are taking to implementing your AI. If you go the 'hardcore symbolic full on try and search for every possible response' route then you are looking at an awful lot of processor time check out GameAI for some good explanations of different approaches.
 
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