Vulkan API Multithreading: Clock speed vs. Cores

Originally posted by


Spectre-ZERO-1

Hi there!

With Vulkan steadily becoming the new default state for SC, I wanted to ask about some insight regarding the upcoming Multithreading addition.

As far as I know, Multithreading will utilize multi core CPUs more efficiently by creating separate threads to process work in parallel.

From you perspective, what CPU factor would be more important in the future?

Core clock speeds or Amount of Cores?

Cheers!

Hi,

It’s not really possible to give a definitive answer to this question. Some work can be trivially made to execute in parallel over multiple cores, some work cannot. As every day passes and code is optimised the distribution between each of these two scenarios changes, but generally moves towards parallel execution. As such more cores will increasingly become more beneficial, but there will always be diminishing returns. But while there are still parts of the frame that run on a single core, raw clock speed remains very important too. To make things even more complicated, memory/cache size/performance also heavily influences all this, as more cores don’t help if your caches are full. And finally, we’re somewhat at the mercy of the OS (Windows) for scheduling the cores efficiently and as we desire, and we’ve seen the recent Win11 update change things significantly. With so many factors it’s practically impossible to predict which CPU will run which game/scenario faster without just measuring it.

Cheers,

Ali Brown

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