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  #21 (permalink)  
Old 3rd October, 2002, 08:42 PM
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I agree with you on the second part jeff.. it's a nice idea and should result in increased performance

However i'm very shocked most of your software isn't multithreaded, what do you use that isn't?
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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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  #23 (permalink)  
Old 3rd October, 2002, 08:56 PM
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The only games I can think possible not being multithreaded would be things like pong.. and they would work much better threaded!

I'd imagine divx might be multithreaded, the players definately will
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Old 4th October, 2002, 03:22 AM
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Quote:
Originally posted by Winkie
The only games I can think possible not being multithreaded would be things like pong.. and they would work much better threaded!

I'd imagine divx might be multithreaded, the players definately will
Um... there are only like a couple games that are multithreaded (meaning SMP enabled). Q3 comes off the top of my head, and I heard UT2003 utilizes dual cpus.
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Old 4th October, 2002, 08:45 AM
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Pretty much every high end game is multithreaded i'd imagine


To check I just started half life, 7 threads

It'd be very VERY hard to make a game with only 1 thread as the game could only do one thing at once.. Even Pong would have worked better as > 1 thread
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Old 4th October, 2002, 09:08 AM
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I beleive we are talking about somthing else
Im talking about them being SMP enabled, so they use BOTH the cpus. I know for a fact halflife only uses one. Like I said, to my knowledge Q3 and UT2003 are the only games (might be a couple more) that use both the cpus.
I could show cpu load charts to prove it
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Old 4th October, 2002, 12:16 PM
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http://www.systemlogic.net/articles/...ultithreading/

Please read this

and, programs using multi CPU are highly dependant on the OS aswell as the program.
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Old 5th October, 2002, 03:06 AM
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Quote:
Originally posted by Winkie
To check I just started half life, 7 threads
Yes quite a few games are multithreaded, but they are severely lacking in terms of thread-level parallelism. This is what I was talking about when early I said "or if they are they are not written in such a way that SMP/HyperThreading configurations benefit them much". If one thread utilizes 100% of one CPU and the other threads combined utilize only 10% of the other CPU, then even though you have twice the computational power with two CPUs, the software is only 10% faster. In the case of hyperthreading, low thread-level parallelism can actually reduce performance because execution parallelism is decreased. Future CPUs may have ways of dealing with low thread-level parallelism, I'd even bet that is what "PNI" is going to be all about, but current SMP/HyperThreading configurations don't deal well with it . . .
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  #29 (permalink)  
Old 5th October, 2002, 03:40 AM
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Yup, I completely agree with you Jeff.. I just wanted to clear up any confusion we had.

Either way, hyperthreading will be a good idea


72 Processor sunfires on the other hand


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