Only game engine out there that can is truly multithreared, in sense that it isn't specifically two or quad core optimized, but multi-threaded is "Unreal Engine 3"
Here is illustration:
this is four sessions of "CTF_strident_flyby" benchmarking:
from left to right:
1. 1280x1024 Lowest setting
2. 1280x1024 Highest settings
3. 1680x1050 Highest settings
4. 1920x1200 Highest settings
http://img440.imageshack.us/img440/1...ngatiraye2.png
So what you can see is that rendering engine is truly multithreades (no AI, no physix involved).
Regardless of GPU load, CPU load stays consistent and that's true sign of quality multithreaded optimization. for example in Crysis you can detect
dual core optimization only in low gfx settings and heavy physix scenarios... Crytech2 graphics engine is still singlethreaded...
Also one curious thing is that UE3 scaling beyond three threads is really weak which is expected, 'cos generally multithreadin in 3D engines is optimally three-threaded (logic, load, render)
The logic thread is the main thread (this thread creates the window and the device) and runs the mainloop (and the windows procedure events).
All rendering calls are done only from the rendering thread (VSYNC is enabled).
and the load thread is basically self explanatory...
So, point is eight "virtual" threads of Nehalem will bring none whatsoever benefit for games!