By: Per Hesselgren (perhesselgren.delete@this.yahoo.se), April 28, 2022 2:50 pm
Room: Moderated Discussions
Peter E. Fry (pfry.delete@this.tailbone.net) on April 28, 2022 10:39 am wrote:
> Jukka Larja (roskakori2006.delete@this.gmail.com) on April 28, 2022 9:05 am wrote:
> > John H (john.delete@this.not.com) on April 27, 2022 5:20 pm wrote:
> [...]
> > > I'm curious what kind of software behavior is causing the simulators to see such a large
> > > improvement relative to other games and applications. Is it the main code game loop
> > > is likely a bit too large for the existing caches to handle effectively? Is the X3D
> > > cache not yet big enough or maybe already big enough for other game types?
> [...]
> >
> > [...] Most games are so GPU limited that getting significant differencies
> > requires running a high-end GPU with low-end resolution.
> [...]
>
> I'd always assumed two things:
>
> - Cache thrashing due to lots of random memory accesses, possibly from pointer chasing. Zen
> 1/+/2 core complex L3 cache divisions vs. Intel or Zen 3 could explain some of this.
>
> - Long chains of if/then conditionals, leading to branch throughput
> dependencies and/or branch predictor aliasing.
>
> ...although those are just speculation. I've never tried to dig up actual research on it, although
> I have seen bits of anecdotal evidence for the benefits of larger caches in games, e.g.:
>
> https://www.youtube.com/watch?v=RQ6k-cQ94Rc
>
> Note that he only tests games in this video (with a giant GPU at low resolution, of course), rather
> than a variety of applications. But then, you've already been looking at 5800X3D benchmarks.
>
> Peter E. Fry
>
Some frametime analysis:
Frametime analysis from techpowerup
WinRar compression show around +25% but 7-zip close to +-0%
> Jukka Larja (roskakori2006.delete@this.gmail.com) on April 28, 2022 9:05 am wrote:
> > John H (john.delete@this.not.com) on April 27, 2022 5:20 pm wrote:
> [...]
> > > I'm curious what kind of software behavior is causing the simulators to see such a large
> > > improvement relative to other games and applications. Is it the main code game loop
> > > is likely a bit too large for the existing caches to handle effectively? Is the X3D
> > > cache not yet big enough or maybe already big enough for other game types?
> [...]
> >
> > [...] Most games are so GPU limited that getting significant differencies
> > requires running a high-end GPU with low-end resolution.
> [...]
>
> I'd always assumed two things:
>
> - Cache thrashing due to lots of random memory accesses, possibly from pointer chasing. Zen
> 1/+/2 core complex L3 cache divisions vs. Intel or Zen 3 could explain some of this.
>
> - Long chains of if/then conditionals, leading to branch throughput
> dependencies and/or branch predictor aliasing.
>
> ...although those are just speculation. I've never tried to dig up actual research on it, although
> I have seen bits of anecdotal evidence for the benefits of larger caches in games, e.g.:
>
> https://www.youtube.com/watch?v=RQ6k-cQ94Rc
>
> Note that he only tests games in this video (with a giant GPU at low resolution, of course), rather
> than a variety of applications. But then, you've already been looking at 5800X3D benchmarks.
>
> Peter E. Fry
>
Some frametime analysis:
Frametime analysis from techpowerup
WinRar compression show around +25% but 7-zip close to +-0%
Topic | Posted By | Date |
---|---|---|
What's causing 5800X3D to perform much better on simulators than other "applications"? | John H | 2022/04/27 05:20 PM |
What's causing 5800X3D to perform much better on simulators than other "applications"? | Jukka Larja | 2022/04/28 09:05 AM |
What's causing 5800X3D to perform much better on simulators than other "applications"? | Peter E. Fry | 2022/04/28 10:39 AM |
What's causing 5800X3D to perform much better on simulators than other "applications"? | Per Hesselgren | 2022/04/28 02:50 PM |