TheEschaton
Weaksauce
- Joined
- Aug 21, 2015
- Messages
- 108
Just thought I'd post this here because it was a bit of an eye-opener for me, and I'm sure it probably will be for at least a few other people who have played Source games.
CS:GO is now heavily multithreaded. It used to be the case that CS:GO really used one big fat thread, with one or two supporting threads, and that was the end of it. But now this game most assuredly uses, if not all available threads, then at least a majority of them. I came by this information during my own testing.
Test Rig 1:
2x Intel Xeon E5345 (2x4 cores @ 2.33ghz, Core 2 era arch)
HP OEM Mobo
10gb FB-DIMM RAM (dual channel)
Nvidia GeForce GTX 760 2gb
2Tb WD Green Drive SATA III (5400rpm)
Windows 10 Preview
Test Rig 2:
Intel Core i3 4130 (2C/4T @ 3.4ghz, Haswell)
MSI H81 mobo
8gb DDR3 1600mhz (dual channel)
AMD Radeon R7 260X 2gb (XFX Ghost edition)
500gb WD SATA II drive (7200rpm)
ZorinOS Core 64-bit (Ubuntu Linux spin w/ proprietary drivers installed)
Both test rigs performed well with this game; minimum FPS never dropped below 60fps. Test Rig 1 actually had less stuttering than Test Rig 2, possibly due to the more powerful graphics configuration, while Test Rig 2 reached higher maximum framerates. The game indicated usage of at least 6 cores on the dual Xeon setup (a little difficult to tell because it jumped around quite a bit in Windows Task Manager), and for Haswell i3 all four threads were utilized fairly heavily, though not exactly equally (something like a 40%, 40%, 60%, 60% kind of load at rest, with some portions of the game jumping CPU load up near 80-90% on all threads).
That this was accomplished on two very different platforms, with very different CPUs and very different operating systems, without any config file tweaking on my part, pretty much proves that the game uses many threads to improve performance, and load across threads can be distributed fairly equally to promote smoother gameplay.
The results of this testing are totally the opposite of my original hypothesis, which was that this game would perform much better on the Core i3 platform.
CS:GO is now heavily multithreaded. It used to be the case that CS:GO really used one big fat thread, with one or two supporting threads, and that was the end of it. But now this game most assuredly uses, if not all available threads, then at least a majority of them. I came by this information during my own testing.
Test Rig 1:
2x Intel Xeon E5345 (2x4 cores @ 2.33ghz, Core 2 era arch)
HP OEM Mobo
10gb FB-DIMM RAM (dual channel)
Nvidia GeForce GTX 760 2gb
2Tb WD Green Drive SATA III (5400rpm)
Windows 10 Preview
Test Rig 2:
Intel Core i3 4130 (2C/4T @ 3.4ghz, Haswell)
MSI H81 mobo
8gb DDR3 1600mhz (dual channel)
AMD Radeon R7 260X 2gb (XFX Ghost edition)
500gb WD SATA II drive (7200rpm)
ZorinOS Core 64-bit (Ubuntu Linux spin w/ proprietary drivers installed)
Both test rigs performed well with this game; minimum FPS never dropped below 60fps. Test Rig 1 actually had less stuttering than Test Rig 2, possibly due to the more powerful graphics configuration, while Test Rig 2 reached higher maximum framerates. The game indicated usage of at least 6 cores on the dual Xeon setup (a little difficult to tell because it jumped around quite a bit in Windows Task Manager), and for Haswell i3 all four threads were utilized fairly heavily, though not exactly equally (something like a 40%, 40%, 60%, 60% kind of load at rest, with some portions of the game jumping CPU load up near 80-90% on all threads).
That this was accomplished on two very different platforms, with very different CPUs and very different operating systems, without any config file tweaking on my part, pretty much proves that the game uses many threads to improve performance, and load across threads can be distributed fairly equally to promote smoother gameplay.
The results of this testing are totally the opposite of my original hypothesis, which was that this game would perform much better on the Core i3 platform.