Like having a super mega store with a doggy door as its sole entrance and exit.
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Like having a super mega store with a doggy door as its sole entrance and exit.
Well it is not. CPU is a bottleneck.ONE X is really great in term of balance...
I already pointed out that doesn't happen. Maybe 5% of devs (actually far less) will manage their code that low level. The realities of economics means you can't hand-hold a million lines of code as you would a SNES game, keep track of every transaction, and balance your code to not stall. I'd argue HPC is the place you'd see a removal of SMT if it made sense. HPC computing can be manually tweaked per line as you're running a single workload by-and-large, and the costs and savings are significant. If you could get 10% savings by removing SMT and writing unstallable code, it'd be worth it. However, you can't. It's hard enough writing multithreaded code that works efficiently; let alone can run with optimal usage of every CPU core.SMT doesnt fit well in Consoles where code is optimized to make run cores as much is possible and not occupy memory band with inappropriate calls... Better more (not SMT) cores... IMHO balance is the key... ONE X is really great in term of balance...
Personally, I do not believe next gen consoles will use Jaguar CPU architecture again. I also think the idea of moving over to ARM is absolutely not happening.
95% chance it'll be Zen 2 /2+ family, that's what Sony & Microsoft are both going to use.
OK. But what about those old engines that rely on single core performance ?I already pointed out that doesn't happen. Maybe 5% of devs (actually far less) will manage their code that low level. The realities of economics means you can't hand-hold a million lines of code as you would a SNES game, keep track of every transaction, and balance your code to not stall. I'd argue HPC is the place you'd see a removal of SMT if it made sense. HPC computing can be manually tweaked per line as you're running a single workload by-and-large, and the costs and savings are significant. If you could get 10% savings by removing SMT and writing unstallable code, it'd be worth it. However, you can't. It's hard enough writing multithreaded code that works efficiently; let alone can run with optimal usage of every CPU core.
There have been examples of CPUs in the past that dropped some of the external address bits, as they weren't intended for systems that needed full addressing.
OK. But what about those old engines that rely on single core performance ?
For instance for the same clock and same number of cores, with an unoptimized port, which would be best for Broforce ? CPU cores with or without SMT ?
probably won't benefit them at all. They coded for full control. They don't want the system to switch threads IIRCOk then, let's try another case. A game like TLOUR using a custom and very efficient multithreaded engine (with fibers). Would the game run noticeably better with SMT ?
Ok then, let's try another case. A game like TLOUR using a custom and very efficient multithreaded engine (with fibers). Would the game run noticeably better with SMT ?
So what kind of engines, on consoles, could actually benefit from having SMT ?probably won't benefit them at all. They coded for full control. They don't want the system to switch threads IIRC
Well unchanged and not. Would the optimized SMT code be faster than the already heavily optimized TLOUR multithreaded code ?I don't see why not. You optimize for the target hardware. If the target hardware has SMT, you code with that capability in mind.
Edit: Did you mean running the current code unchanged? If so, are you talking the same number of real cores as the game was designed to run on without SMT vs the same # without or same # without vs less cores with SMT?
My response was specifically for ND's engine. Unfortunately there seems to be less information out there on how multicore programming works on other engines. But if I recall their presentation correctly, they want the cores to never switch away threads because the thread is responsible for generating and switching fibres, and somewhere in near the beginning of their presentation I do recall that the CPU would thread swap between cores for some reason for running OS tasks and that was detrimental to their performance and became the first thing they needed to lock down.So what kind of engines, on consoles, could actually benefit from having SMT ?
Well unchanged and not. Would the optimized SMT code be faster than the already heavily optimized TLOUR multithreaded code ?
If it's improved, it's not Jaguar. It'd be a new architecture, something not on AMD's roadmap and bespoke for a console at (considerable) added cost.complete OneX SOC is 7 billion transistors... Ryzen alone (8 core) is almost 5 billion....
thats why maybe improved, maybe 16 cores, maybe with more cache ... But jaguar is still the first choice