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Jack, lots of good info, thanks.
But we need more controlled tests before we can jump to conclusions:
1. Don't use games to check CPU usage. You have no idea what games do when it comes to code, and things like sound, network code, and other libraries used may use more CPU cycles than desired, at unpredictable times. To avoid this, I think it would be best to do this comparison in something such as 3dmark (vantage or 06). I will do such tests as soon as I find the time.
2. Issue of texture fetches cannot be ignored at higher resolutions, and its a known problem with low-memory video cards: take a 4870 and chop its memory in half, do you think CPU and bus efficiency won't effect performance at 640 res vs 1600 res? Much like running at a higher res vs lower res, wouldn't you agree?
3. The graph you present which compares CPU utilization at different resolutions is flawed: the complexity introduced with dual-gpu solutions negatively impacts CPU performance. Its best to stick to one GPU for both tests to minimize number the number of variables
@Boschwanza,
If you want to do these comparisons, try setting the affinity of the game's thread to only one core. This might present more predictable results.
Other than that, interesting discussion!
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