Hyperthreading seems to work well on BF3 and that indicates that there are a lot of cache misses. When the CPU-core waits on memory it kan jump to another thread. Cache misses also indicates that much memory and/or complicated memory patterns are used. Higher frequency is good but avoiding going to ram for data is also important.
If BF3 would have dedicated threads for different tasks, like one render thread, one AI thread etc then hyperthreading is not good.
When work are sliced in smaller jobs it is also important that threads are able to synchronize fast. Don't know if there are improvements there on bulldozer.
F.E.A.R vs BF3 beta
http://gamegpu.ru/Action-/-FPS-/-TPS...-test-GPU.html
http://gamegpu.ru/Action-/-FPS-/-TPS...-test-GPU.html
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