By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Pemalite said:

Did you really just assert that the PC is going to hold back the Xbox port?

The amount of cores isn't what is important here, it's total CPU performance.

An engine can have 8 threads, but a quad-core can still out-perform an 8-core CPU if each Quad-Core's individual core is 3x faster in a game that has 8 threads.
Total CPU performance > Number of cores.

Which is why the Ryzen 5600, despite being only a 6-core CPU is roughly equivalent to the 8-cores found in the consoles, each individual core is simply better.

No, as always I assert multi platform releases aren't as optimized / tailor made as titles made for one specific set of hardware. Hence you see the stumbles when Sony 1st party titles get PC ports. And why it's still so hard to emulate the ps3 :/

Total CPU performance is important, but in the end there's always one process / thread that maxes out holding the rest back. Hence it's so difficult to fully utilize multi core processors as the other cores can't help the thread that does most of the heavy lifting.

If you manage to code your game using all 7 cores to most of their potential (1 is reserved for the OS), it won't simply run the same or better on a faster 6 core CPU. Ryzen 5600 isn't that much faster that you can simply combine 2 threads to run on one core and be faster, unless those 2 threads were only utilizing 60% or so of the cores they were running on. Of course games have many more threads and load balancing should be part of the engine if not done by the OS already.

For example here from when I was playing err tracing bugs in FS2020

111 threads, yet one thread had a particular bug (tracked down to a conflict in overlapping controlled airspace areas, location dependent)
A faster cpu would power through better, splitting that thread up would half the issue (fixing the bug of course was the real fix)

And here you see one core (or half of it) is close to maxed out while overall CPU use is only 35%

And as suggested I used that to make sure the game remains GPU limited for a more stable experience.
Actually here I dropped the render resolution down to see how fast it could go on a mobile CPU.

Very hard game to 'optimize' as the demands are so different depending on where you are. Big airports are very heavy on GPU

While going further North or South increases the demand on the CPU due to how the 'cells' are organized (Data stored in Mercator projection)

So I wonder why is dynamic resolution not used more on PC? Or maybe it is nowadays? Last demanding titles I played on my laptop were Halo Infinite and Forza Horizon and both didn't have dynamic resolution options. Just dynamic frame rate :p Actually I played Sea of Thieves not long ago, that ran pretty poorly on my laptop (The thing is long overdue for replacement I know)