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Games are a prime example of systems which must take advantage of all possible hardware resources.



Games similarly struggle with multi core/ccx designed chips.

Battlefield 4 was famously terrible on Ryzen when AMD first released it.


To be fair, Ryzen mostly underperformed when it was released which was not AMDs fault. When for years engineers used Intel as their benchmarking and testing machines and were tweaking all sorts of parameters to measure against Intel-only, you inevitable end up with an optimized implementation that resembles the hardware details of the Chip in some kind. Any new architecture would perform badly, except if it is a perfect clone of the original testing hardware.


I wasn't implying it was AMDs fault, but the idea that the games were optimized for Intel doesn't hold true IMHO because they were also built for consoles that were AMD.

The majority of the performance was down to not accounting for CCX scheduling


The fact that we believe this is probably part of the problem with game development today.




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