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#26 |
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Senior Member
Join Date: Dec 2008
Location: Europe
Posts: 1,230
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Only the K models have an unlocked multiplier which allows to reach those high speeds. The only way to OC the non-K ones is by increasing the base clock frequency, which is very limited.
As you say, since you'll be using it for virtualization, the 3770 is a better choice. Both chips have HD4000.
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"A Revolutionary Age is an age of action; the present age is an age of advertisement, or an age of publicity: nothing ever happens, but there is immediate publicity everywhere." - Søren Kierkegaard http://culture.vg/ | http://storyofstuff.com/ | http://www.chomsky.info/ | http://www.artrenewal.org/ Last edited by green.pixel; 27-Aug-2012 at 10:06. |
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#27 |
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Anas platyrhynchos
Join Date: Jul 2004
Location: Finland
Posts: 4,359
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I think you can up the multiplier by 4 bins on a non K processor. So I think it can reach 3.9 GHz on four cores and 4.3 GHz on single core without touching the base clock vs 3.5 GHz on four cores and 3.9 GHz on one core as it turbos on stock settings.
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http://www.youtube.com/watch?v=hpz9USr1RHg&feature=fvw |
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#28 | |
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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I got a i5-3550 because I got it at a slight discount and didn't see the point in getting anything faster. This processor blows the nuts off of every game I throw at it.
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#29 | |
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Entirely Suboptimal
Join Date: Mar 2003
Location: WI, USA
Posts: 6,845
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#30 |
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Senior Member
Join Date: Dec 2002
Location: Under a Crushing Burden
Posts: 4,290
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Kind of related, but the last time I upgraded I was debating the same thing and got the i5. AMD just failed big time lately.
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You bought horse armor didn't you? |
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#31 | ||
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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#32 |
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Senior Member
Join Date: Dec 2006
Posts: 2,283
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For gaming and light rendering get the 2500k
For extreme rendering get the FX-8
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#33 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,486
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but lets say the next big popular game (bf4 for example) was designed for 8cores and you had a situation much like gta4 in the quadcore/higher clocked dual. You may think differently
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Guardian of the Most holy Two Terabytes of Gaming Goodness™ |
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#34 |
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Senior Member
Join Date: Feb 2004
Posts: 2,439
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That is not gonna happen, GTA5's on current consoles, and the next gen ones will not have anywhere near that many cores.
Plus, no one's gonan build a game based off of 8 cores. Also, GTA4 was mainly built around 3 cores? |
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#35 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,486
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still 1 more core than most people had, and there could still be a big popular game built around more than 4 cores
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Guardian of the Most holy Two Terabytes of Gaming Goodness™ |
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#36 | ||
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,879
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#37 | |
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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Well then I'll eat my words when these future games come out that run better on AMD FX series CPU than my i5-3550. I am not too worried
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#38 | |
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Senior Member
Join Date: Feb 2004
Posts: 2,439
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Even so, with a standard SB or IVB i7 you'd be fine for the most part due to how insanely fucking slow BD really is. If you for some bizarre reason have one of those six core i7s, you're completely safe. |
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#39 | |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,879
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I am not an expert, but I'm getting the impression that actually the main bottleneck for using the CPU to a good extent on PC is simply that the CPU and GPU are miles apart from each other and communication between them has too much latency. Perhaps a developer here can comment. |
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#40 |
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Entirely Suboptimal
Join Date: Mar 2003
Location: WI, USA
Posts: 6,845
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UE3 has always used 3 cores pretty well.
RAGE is maybe the most threaded game? Its texture transcode likes more cores. |
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#41 | |
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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That is not a good example of a game that needs a lot of CPU power.
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#42 |
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Senior Member
Join Date: Feb 2004
Posts: 2,439
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Why not? I mean, on a technical level and not a "is the game fun" level.
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#43 | |
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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Well it doesn't seem to require a lot of CPU power although it is very difficult to tell since there is no way to get useful benchmark results from it that I know of.
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#44 |
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Entirely Suboptimal
Join Date: Mar 2003
Location: WI, USA
Posts: 6,845
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The most obvious benefit with super-fast transcode speed is reducing rate at which the annoying placeholder textures disappear when you spin around.
NV GPU transcode is maybe the best approach though. It seemed to work very well with my 560. |
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#45 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,879
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I thought the placeholder texture thing was bottlenecked by harddrive speed?
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#46 | |
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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It's all entirely subjective anyway since like I said there's no good way to test it. There is a transcode benchmark, but at what point does faster transcoding stop making a perceivable impact? Nobody knows as far as I can tell, and it would seem that all modern x86 CPUs are capable of running the game smoothly. Remember it was designed to run on console CPUs which pale in comparison to even x86 CPUs from as far back as 2007.
Also transcoding is not the only thing the CPU does while you're playing Rage. All the other game code has to run at the same time. So there is no way at all to produce benchmark results that could be meaningful to your gameplay experience. It is literally the worst game in the history of 3D gaming for benchmarking. There have been in-depth articles written about how useless it is as a benchmark. http://www.anandtech.com/show/4970/r...chmark-machine That said, I think the quality scaling they do to maintain FPS is a good idea and I wish more engines would implement it. With an option of course to turn it off so we can run benchmarks. That was just a bit off topic...
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Last edited by homerdog; 08-Sep-2012 at 20:29. |
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#47 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,879
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I only remember it because on PS3 it was tested by replacing the internal HDD with an SSD, and that pretty much eliminated texture pop-in on that machine. Of course a high-end PC with high detail may have other bottlenecks, but there too putting in an SSD would definitely help reveal what bottleneck is more prominent.
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