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Old 3rd October, 2002, 08:51 PM
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The folding@home core is not multithreaded because the algorithm does not permit it(to much dependancy, even out of order execution doesn't help with these types of simulations). A great number of my games are not multithreaded, or if they are they are not written in such a way that SMP/HyperThreading configurations benefit them much, the big exception is games based on the Q3 engine. And the DivX 5 Codec doesn't seem to be multithreaded(I can't find anything official on it). Those would be the CPU intensive applications I use most.
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