Netburst was little bit of braindead design as most of resources that could be benefit SMT was used by stupid recall mechanism - if instruction data wasn't ready instead of waiting data to be ready Netburst re-issued instruction repeatedly until it's data arrived. No wonder that those cpu's run...
Old one threaded game engines were synced to fps. Such a case fps per frame is pretty much constant. Multithreaded engines do run game/physical engines asyncronously to rendering engine so instructions aren't totally tied to fps, but for fps mattering visual part they still pretty much are, at...
Game is doing given numbers of instructions per frame if stupid things like lock spinning is excluded. And if it's included - performance that matters is that fps not non-useful instruction count executed. So yeah, when comparing game performance measure fps over anything non revealing measurements.
IPC can be calculated for game too including stalled cycles by locking as told before. But case with comparing 5700 to 5700x removes that argument, both CPU's share same 8c-ccx with similar clocks and 5700 actually have little less locking penalty as it have built-in northbridge vs external in...
Rdram was only used on Willamette and early Northwood - they swiched to DDR-ram with Granite bay long before Prescott. 32-bit Xeons did have 36 bit physical address space so 64GB ram limit.
Need only compare 5700 against 5700x. 5700 has a bit better memory latencies from unified design but only half a cache. It's can also compared to Zen2 with comparable 16mb CCX caches. https://www.techspot.com/review/2802-amd-ryzen-5700/
Zen3 doubled 1-thread cache. That's always massive uplift for cache sensitive applications and gave some places 100% IPC uplift. Direct AMD quote from link posted before: "It also transitioned to a new "unified complex" design that brought 8 cores and 32MB of L3 cache into a single group of...
Separate cache pools waste most of cache capacity to duplication. And AMD did make it clear that unified 32MB cache pool of Zen3 is responsible for most part of game speed up. https://www.amd.com/en/technologies/zen-core
Uop cache is about that energy efficiency difference between decoding instruction and fetching it from mop cache. MOP cache will take silicon space so for area efficiency it's better without but for efficiency simple instructions sets like arm can live without mop cache but x86 - just need it to...
Didn't AMD tell that 512-bit FPU is optional in Zen5 designs? Using 512bit FPU pipelines and load/store engine and trying to optimize that design to max density is little bit retard way to optimize designs?
Problem is that Intel did extract everything they could from chip - and gone too far. They become unstable. Big part of that is that SMT - removing SMT in chip design will decrease chips hot spots by simplying critical path routings. Have to actually wonder if anybody is actually tested what...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.